Fey Compendium, Vol 1 - Ned Turner
Fey Compendium, Vol 1 - Ned Turner
Fey Compendium, Vol 1 - Ned Turner
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75 . . . . Feytouched Mortals 120 . . . . Nymphs
75 . . . Bard of Glamour 120 . . . Ashira
75 . . . Dream Druid 121 . . . Bisan
76 . . . Feywild Archer 122 . . . Boreal
76 . . . Green Knight 123 . . . Glaistig
77 . . . Merfolk Siren 124 . . . Gruvrået
77 . . . Selkie 125 . . . Gulthias Dryad
78 . . . Shepherd Druid 126 . . . Lampad
78 . . . . Forlarren 127 . . . Maenad
79 . . . Fossergrim 128 . . . Bacchae
80 . . . . Fox Spirits 129 . . . Muse
80 . . . Kumiho 130 . . . Mycodryad
81 . . . Tireganierk 131 . . . Naiad
82 . . . . Gelun 132 . . . Nephele
83 . . . . Giants 133 . . . Vestal
83 . . . Cyclops 134 . . . Yuki-on-na
84 . . . Firbolg 135 . . . . Pech
85 . . . Fomorian 136 . . . . Ragewalker
86 . . . Verbeeg 138 . . . . Ruin Chanter
76 . . . Voadkyn 139 . . . Ruin Elemental
87 . . . . Hags 140 . . . . Saguaro Sentinels
90 . . . . Carey Hag 141 . . . . Shadar-kai Cenobite
88 . . . . Cura Hag 143 . . . . Shaedling
92 . . . . Dune Hag 144 . . . . Shimmerling
94 . . . . Hannya Hag 145 . . . . Sidhe
96 . . . . Silat Hag 146 . . . Bolcaith
98 . . . . Hobs 148 . . . Lelfin
98 . . . . Brownie 150 . . . Malgoren
98 . . . . Buckawn 152 . . . Shiradi
99 . . . . Domovoi 153 . . . Siabrie
100 . . . . Jermlaine 155 . . . Snow Golem
100 . . . . Killmoulis 156 . . . Splinterwaif
101 . . . Huriat 157 . . . Spriggan
102 . . . . Hybsil 158 . . . . Sprites
102 . . . . Hybsil Hart 158 . . . Atomie
103 . . . . Jacks 158 . . . Bramble
103 . . . . Jack-in-Irons 158 . . . Grig
104 . . . . Jack-of-the-Green 158 . . . Koropokkuru
105 . . . . Jack Frost 158 . . . Splanxty
106 . . . . Jack o' Lantern 159 . . . Regiment of Sprites
107 . . . . Jacky Longlegs 160 . . . Thorn Knight
109 . . . . Springheel Jack 161 . . . . Stonesinger
110 . . . . Jaebrin 162 . . . . Uldra
111 . . . . Joystealer 162 . . . Rimefire Eidolon
112 . . . . Kappa 164 . . . . Vermiurge
113 . . . . Leprechaun 166 . . . . Vodyanoi
114 . . . . Lillend 167 . . . . Water Horses
115 . . . . Mercane 167 . . . Ceffyl Dŵr
116 . . . . Movanic Deva 168 . . . Neugle
117 . . . . Nat 169 . . . Nuckelavee
117 . . . Einsaung Nat 170 . . . Tangie
118 . . . Hkum Yeng Nat 171 . . . . Zeitgeist
119 . . . Lu Nat 172 . . . Mob
173 . . . Smoke
174 . . . Stone
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Roleplaying Fey
T
he fey have arguably had the least amount of Phenomena
material made for them over the course of
D&D history. While fiends, dragons, the The origin of most stories of gods, spirits, and fairies is
undead, and aberrations have all had explanations of things which defy the current ability of an
numerous sourcebooks detailing them, it individual to rationally explain. In our age of broad scientific
wasn't until 4th edition that we finally received understanding it's easy to scoff at the apparent foolishness of
a sourcebook for the fey. In 3.5 there were less our ancestors and dismiss their stories, but when you're
than 10 fey that broke the CR 15 mark, and that's including working in the country trying to eke out an existence and all
Dragon magazine and Dungeon magazine entries. The fey of your butter spoils or your trees stop producing fruit you
have never been given distinct classifications, such as the need something to explain what's happening. And thus fairies
difference between true dragons and their lesser kin or the are born.
delineation between demons and devils. It wasn't until 4th
edition that we even got statistics for unique fey lords, and Natural Phenomena
those were confined to the pages of Dragon magazine and The most immediately obvious source of fey stories is
Dungeon magazine (excluding, of course, the statistics given explanations of things such as earthquakes, weather, and
in 2nd edition's Monster Mythology to detail the various fey good and bad luck. Ship foundering storms, mine shaft cave-
gods). In short, the fey have always been more than a little ins, and other misfortunes are frequently attributed to angry
ignored. nature spirits. The bheur hag is based of a goddess from
Arguably, this can be mainly attributed to how the fey are Irish and Scottish folklore who embodies winter. The
generally perceived as tinkly, whimsical things that flit about nuckelavee is a spirit from Orkney folklore, which is clearly
and giggle incessantly. It's hard to write a campaign in which an embodiment of famine or pestilence that comes with
sparkly little fairies and sexy tree ladies play a large role, in changing seasons, not to mention one of the most horrifying
contrast to how easy it is to make a dragon or a demon or an fey creatures out there.
unnatural abomination into a villain. This portrayal of the fey Even something as simple as misplacing objects gives rise
is one largely due to Victorian era source material, wherein to fairy stories. Losing track of something only to find it days
they cleaned up all the little rural stories for genteel later in a place you could swear you searched multiple times
consumption. However, this totally ignores the origin of is the origin of stories of all variety of pixies, sprites, and
fairies. The fey in their original forms were dangerous. They brownies. Basically, anything that goes bad can be attributed
fouled water, blighted crops, and made people disappear. And to fairies.
they still can be
Medical Phenomena
The field of medicine is one of the most important
Origins developments in human civilization, and it was a long road to
The way fey interact with mortals can be difficult at times to travel to get to where we are now. Even today, doctors have
parse out. To do so, one must first look at where “fairies” difficulty accurately diagnosing symptoms. Before people had
originally come from. Therefore, I will give a brief overview of access to the vast archive of medical knowledge available
most original fairy stories, drawing primarily from European today, they had to make their own diagnoses, and it was more
mythos as that's where the idea of “fairies” as they are rational to assume that some malignant force was cursing
typically presented in D&D lore originate. However, I will try them rather than to make the assumption of the existence of
to draw from other mythologies where able. tiny, invisible creatures or errors in the code that writes out a
One thing that is important to note here is that as far as human. The night hag, for example is directly inspired by
supernatural things go in old stories, there's no such thing as descriptions of sleep paralysis, wherein many sufferers have
a difference between fairies and demons and ghosts and described a demon sitting on their chest.
gods. They all fall under the umbrella of explanations of The most common victim of fairies, however, are children.
strangeness. In Japan, the term yokai covers everything from Children die a LOT. It can be easier to deal with grief when
demons to ghosts to forest people. In Ireland, fairies and you have a direction for your anger. So we get fey who steal
devils were one and the same. The mythological origins of babies from their mother's wombs, who curse infants in
creatures are never cut and dry. cradles, who poison wells and lure toddlers away. Hags are
Why do I feel the need to bring this up? Why blather on the most obvious example, but any fey that targets babies in
about the origins of fairies and demons and whatnot? their cribs has origins in the unexplained death of a child.
Primarily, it is so that you understand why so many fairy tales This doesn't just extend to death. This encompasses
intersect with ghost stories. This will help you to incorporate mental and physical disabilities. In the modern day, if we look
the fey into virtually any campaign, not just a fey-oriented one. at stories of changelings, children stolen by fairies and
Plenty of fey will have undead spirits as servants, or will work replaced with fairy babies, we can see textbook qualities of
alongside devils or dragons should their goals align. They fey autism. Children who notice things that others don't, who
have a lot of untapped potential, and the best way to don't respond normally to stimuli and have strange looks on
understand it is to go back to their roots. their faces, who grow up to be peerless craftsmen. Even
today, parents of autistic children describe how autism “stole
their baby” from them.
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The Fey See More Than Us The wild hunt need not be an enemy, though. Humanoids
who have proven themselves capable may actually find
They understand how their actions will effect the world on a themselves asked to join the wild hunt in pursuit of a greater
long-term scale. They can predict the butterfly effect because quarry, such as a manticore, chimera, or even a dragon.
they've seen it unfold countless times. Therefore, they may be Players who have impressed a fey lord may even be able to
unwilling to take an action which would obviously benefit influence the target of the next wild hunt. However,
them short term in favor of waiting for an action that they can humanoids that ride alongside the wild hunt face new perils,
take that would have a greater long term benefit to them. such as being bound to the fey forever by the joy of the hunt
Similarly, they may be unwilling to help a group of humanoids or offending their hosts by means of an obscure slight.
if they can foresee their actions having undesirable long term
consequences, though the humanoids may find their logic The Game of Lost
baffling. This is a particularly effective way to limit the The Game of Lost is a popular game for fey to play on
amount of influence a player party can demand from a mortals. It can be done anywhere, from a forest to a desert to
powerful fey. a mountain. In essence, the fey confounds the mortal's ability
to navigate and sees what happens. Like placing a rat in a
We Are Their Entertainment maze, they try to see how the mortal responds to becoming
The fey love seeing drama in the same way that people love lost. The kinder fey will give their quarry a fair chance. The
seeing drama on television shows, especially reality TV. Many less kind fey, however, are another story.
fey entertain themselves by influencing events to ruin This could be represented in many ways. The simplest way
weddings, unite lovers, expose spies, or otherwise inject to do so is simply by imposing disadvantage on Survival
drama and intrigue into the otherwise rather dull lives of checks made to navigate, interspersed with random
mortals. encounters. One way is with a series of randomized or semi-
randomized maps, leading players back to the same location
until they fulfill a requirement. The fey might simply lose
Fey Interactions interest at dawn, and the party need only survive until then.
With the more spiteful fey, however, the players may need to
There are plenty of interesting ways for the fey to interact fight their way out once they win.
with player characters beyond simple combat.
The Game of Shapes
Theft and Kidnapping The oldest game is the Game of Shapes. The object of the
The most classic of all fey interactions is theft and game is to prove one's cunning over the other, no matter what
kidnapping. They love to steal valuables from humanoids, form one takes. It is a matter of knowing when to take the
hiding them in strange places and leaving obscure clues, and offensive versus when to go on the defensive. The rules are
children and beautiful men and women are especially favored typically as follows:
playthings. The easiest way to invest a party in fey Participants are granted the ability to shapeshift into any
shenanigans is to have an important object or person stolen beast as a free action on their turn, with a recharge on a
by fairies, necessitating that they pursue into fairyland. roll of 5 on a d6. When shapeshifted, a creature retains its
hit points, alignment, personality, Intelligence, Wisdom,
Strange Games and Charisma, but otherwise takes on the statistics of the
The fey love their games, and the rules are always bizarre. chosen form.
They will play them with mortals whether their playthings are Participants are limited to a specific arena. This arena
willing or not. may be a single structure, a territory, or a demiplane.
Should a participant leave the arena, they forfeit the game.
The Wild Hunt Some variant rules may include:
The wild hunt is a fey tradition as old as the fey themselves.
Typically performed on the night of a full moon, the wild When one player shapeshifts, the other is polymorphed
hunters will ride through the silvery night in pursuit of the into the same shape.
most interesting quarry, often humanoids. The wild hunt Hit points are ignored. Instead, a score is kept of how
makes for a very compelling pursuit situation, in which the cleverly the player counters their opponent. The player
players must navigate a wilderness setting in search of a wins once a certain score is reached.
predetermined shelter to stave off the hunters. There are Rather than only beasts, a participant may transform
many options for shelter, such as hallowed ground, the themselves into any creature with a Challenge Rating
territory of a rival fey clan, a simple cottage, or even a finish equal to or lesser than their own Challenge Rating or
line or just making it until dawn. Those that survive the hunt character level.
may find themselves rewarded with treasure. Those that fail, The challenger sets the pace of the game. The challenged
however, are at the capricious mercy of the fey. party can only transform into creatures with a Challenge
Rating equal to or lesser than their own Challenge Rating
or character level. The challenger can transform into
anything regardless of challenge rating, but once the
challenger assumes a shape, the maximum Challenge
Rating of the creature the challenged party is free to
assume increases to match.
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Chauntea Malar
The Great Mother is rather removed from the world of the Malar is the god of savage nature, and many savage fey love
fey, though the kinder and gentler fey folk still show some him. Spriggans, quicklings, and red caps all honor the
willingness to welcome open worshippers of Chauntea into Beastlord, and the fey of the Wild Hunt often bear his mark.
their groves. Fey that live among humans and protect them, Both Oberon and the Queen of Air and Darkness have ties to
such as hobs, are beloved by Chauntea, and many consider the Black-Blooded One.
vestals to be her daughters or handmaidens. Indeed, it is a
common belief that if one wishes to reach Chauntea directly, Mielikki
one should write your prayer on a scroll or whisper it into a The kind goddess of forests is beloved by many dryads,
sheaf of grain and place it in the hearth for a vestal to carry pixies, unicorns, and other kindhearted sylvan fey. Glades
directly to her. sacred to Mielikki often have hidden fey guardians, and any
who desecrate such places will find themselves the target of
Eilistraee constant fey retribution.
As a sworn foe of Lolth's tyranny and a goddess of the beauty
of the moon, the Dark Maiden is a natural ally of the Queen The Seldarine
of Air and Darkness. Many of the Unseelie Queen's glouras The gods of the elves are among the closest allies to the fey in
servants are also messengers of Eilistraee, and the Queen of the divine realms. Corellon Larethian is even rumored to be a
Air and Darkness often aids her. Drow that refuse the lover of Morwel, though this has never been proven. All the
matriarchy and seek the moonlight above the ground may fey lords can expect to receive aid from the Seldarine in times
receive unseen aid by the gloaming fey, who always delight in of trouble, and the fey have a particular fondness for their
a chance to spite the drow. However, the unseelie fey are elvish cousins.
unforgiving of perceived slights, so there are many strange
taboos that priestesses of the Eilistraee are expected to Silvanus
observe and enforce when aiding escaping drow, such as Some legends say that Oberon is in fact Silvanus's son. The
carrying no salt or cold iron during the journey. veracity of these tales is unclear, but what is certain is that
Oberon embodies much that Silvanus himself embodies. All
Eldath fey of the wilderness recognize the power of Silvanus and
Naiads and fossergrim frequently serve eldath, and many of honor him.
her pools and waterfalls are occupied by these fey, which
keep watch over the waters to ensure they remain pristine. Talos
Defiling a pool devoted to Eldath is a very powerful taboo The fey like the clergy of the Storm Lord, because wherever a
among rural communities, as those that do are frequently worshiper of Talos goes, trouble is never far behind. Though
plagued by the constant retribution of fey seeking vengeance priests of Talos are always grim men and women, the
in the name of the fair lords and ladies who call that pool prophecies of doom that they preach can be like a spark to
home. dry tinder, causing a once peaceful seeming community to
erupt into in fighting, a drama that the fey can't resist
Gwaeron Windstrom watching unfold.
In addition to acting as an intermediary between rangers
Mielikki, Gwaeron Windstrom also acts as a intermediary Umberlee
between rangers and the fey whose lands they travel. Rangers All fey of the seas honor Umberlee, and they know without a
and other wildfolk that pray to the Master Tracker will invoke doubt that they do her honor simply by existing. Many nereids
him when they're on the receiving end of the inscrutable ire and huriat decorate themselves with the jewels and coins that
of the fey, hoping that he will speak to the lords of those fey crews toss overboard to appease the Bitch Queen, and those
on their behalf to beseech them to forgive whatever slight the crews that they hear taking Umberlee's name in vain will be
ranger may have inadvertently committed against them. It is certain to face storms, reefs, and the horrible calm of a
believed that he and Oberon are alternately close friends and windless sea. It's believed that the soul of any sailor killed by
passionate rivals. an oceanic fey will be escorted by that fey to Umberlee
herself in the deep, cold heart of the ocean to determine
Llira whether that fey can keep the sailor's soul. Others believe that
The goddess of joy is a natural ally of fun loving fey such as the widows of sailors killed by Umberlee's wrath eventually
pixies, bacchae, and jack-of-the-greens. Many flock to her transform into nereids or sea hags in their grief.
festivals to participate, whether seen or unseen, and they
spread joy and lighthearted mischief. This often leads to Dragons
complications as people cast inhibitions aside, and the fey There is a portal to Tír Naofa in Bahamut's realm in Celestia,
always stick around to watch the resulting drama of the and he and Morwel have a strong alliance. The Queen of the
hedonism they promote unfold. Gloaming Court will come to Bahamut's aid in battles against
Tiamat, and he in turn teaches his worshippers to respect
and honor the fey.
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Gold dragons have the most love of fey among all dragonkind, Primordials
in spite of the fey tendency towards mischief. Pixies are often
found occupying the forests of gold dragons, and nixies and The primordials are ancient beings of elemental fury and
naiads often inhabit the waters around their lairs. power. It was they who shaped the world in its earliest days.
Leprechauns adore gold dragons for obvious reasons, and Now they lie dead or imprisoned, scattered throughout the
many make their homes amid the dragon's hoard. Material Plane. The fey are creatures of wilderness, the life
that was allowed to grow on the earth once the furious
Old Ones madness of the ancient planet was quelled. They have little
Though the old ones from beyond the world have little interest in the primordials, though they bear neither fear nor
interest in beauty and nature, some fey still forge unlikely enmity toward them. In fact, the animus loci are among those
alliances with these inscrutable beings. primordials that chose not to fight against the gods, and they
linger as embodiments of the wilderness they adopted as
homes.
Dendar, the Night Serpent
This goddess of the yuan-ti is a creature of darkness and Undead
intrigue. The Queen of Air and Darkness has something of an
alliance with this unknowable being, and she frequently The fey are closely associated with ghosts, specters, wraiths,
entertains Dendar's nightmare speakers in her court. The banshees, and will-o-wisps. These spectral undead are a part
Queen of the Gloaming Court often sends her agents to of the natural, results of lingering wrath, bitterness, or
confound the cults of Sseth, the Sibilant Death, and of sorrow. Many fey ally or command these spirits as part of
Merrshaulk, the other two primary dieties of the yuan-ti. their retinue.
Some isolated cults of Dendar have even begun breeding Fey tend to have little interest in the corporeal undead, as
meenlocks with the help of the fey as a way to further the most of these creatures are typically brutish and dull.
spread of fear across the world. Creatures such as zombies and skeletons rarely attract the
interest of the fey, being too stupid to trick. Some fey are
served by wights of their former mortal servants. Mummies
Neutral Parties are rarely given much thought, as the fey have little interest in
Fiends religion. Vampires, liches, and other powerful undead are
considered on an individual basis.
Surprisingly, the fey typically hold little enmity toward devils. Some undead are expressions of pure destruction, such as
Contrary to demons, which desire the destruction of all bodaks, the spawn of kyuss, and the dreaded atropals. These
things, devils crave subjugation, particularly of the mortal undead are hated by the fey with a fierce passion, as their
races. As such, devils typically have little interest in the fey foul influence can spread rapidly, blighting the land like a
and the fey subsequently have little quarrel with devils. disease. The ravenous hunger of undead such as ghouls
Some powerful fey even form temporary alliances with spreads slaughter and destruction, which the fey find
devils. The Queen of Air and Darkness finds the scheming distasteful if out of their control.
fiends to be a welcome addition to the intrigue of her
Gloaming Court, and she often hosts emissaries of both
Dispater and Glasya. The Prince of Frost finds the rigid
adherence of devils to their orders to be a far more reliable
than the fickle winter fey, and he has an ongoing relationship
with Levistus. The fey are especially fond of the beautiful
Erinyes, and the Queen of Air and Darkness often has an
Erinyes residing in her court as a reward to that devil,
participating in the Wild Hunt and other cruel sports at their
leisure. Ultimately, however, devils are beings of civilization,
while fey tend to favor the wild and free ranges of wilderness,
and the two races rarely have much interaction.
Old Ones
Ghaunadaur
That Which Lurks is an enemy of Lolth. The Queen of Air
and Darkness, a fellow enemy of the Spider Queen, finds the
Elder Eye to be a convenient ally in her war against the drow
from time to time. However, the mad god of slimes is far too
foul and insane to be beloved by the fey, so the Queen keeps
her distance from it whenever she can. Ghaunadaur for its
part seems to be indifferent to the fey.
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The Feywild
Alternative Cosmology
The standard 5th edition cosmology describes the Feywild as The Bright Beauty
a parallel plane to the Prime Material Plane. I offer an The Feywild is authenticity incarnate. It is the true
alternative to that cosmology, wherein the Feywild is a nature of things laid bare. A beam of sunlight is
distinct plane from the Prime Material Plane, though still heartbreakingly beautiful. A dark cavern is
unbearably terrifying. All things are more raw and
intrinsically bound to the Prime Material Plane. true and immediate, the world written in big bold
It is a plane that exists where the Prime Material Plane, letters. It is akin to being a child again, wonderful
the Astral Plane, and the Plane of Dreams converge. It and terrifying.
reaches out to touch the Material Plane in a number of This quality has an interesting effect on mortals.
places, some permanently some only during certain events Humanoids within the Feywild are more authentic
such as lunar cycles or solstices. It also reaches outward to their true natures. Friends become lovers.
from the Material Plane, stretching its fingers to touch the Rivalries become violent. A private man becomes a
Inner and Outer Planes. These places are rare, however. hermit. An aggressive woman becomes wantonly
This alternative cosmology allows for a wider variety of violent.
both fey creatures and fey-related adventures. In this
cosmology, the demesnes of Tír Naofa and Hagsend are not
simply locations on Outer Planes, they are Chromatic Mold
This allows for unification of the Feywild with fey oriented Chromatic mold is a subspecies of brown mold which feeds
creatures that exist outside of the Material Plane, such as on magic rather than heat. It is most common in the
unicorns, pech, nereids, sylphs. It allows for fey encounters Underdark, where it feeds on the standing faerzress
anywhere, not simply in the Material Plane. It allows for the radiation, though it can also be found crusting powerful
existence of Shadowfell oriented fey such as the shadar-kai. magical items. It typically covers a 10-foot square area.
This also allows for ease of access for archfey patrons. In Under normal circumstances, chromatic mold is
the standard cosmology, archfey are limited to a specific indistinguishable from brown mold. However, if exposed to
geographic location. In this alternative model, any archfey can magical energy, such as that created by a spell or a faerzress
access surge, it immediately begins to emit a hypnotic pattern of
Maze of Fathaghn kaleidoscopic lights. Any creature within 30 feet of the mold
Legend has it that at the center of the maze of Fathaghn is that observes this pattern must make a DC 15 Wisdom
the Mother Oak, the tree from which all treants, dryads, and saving throw. On a failure, the creature is incapacitated and
even Oberon himself were born. However, the tree is guarded must use its turn to move toward the mold via the most direct
by a nearly impenetrable maze of trees and undergrowth route possible. The creature can repeat the saving throw
roamed at will by innumerable fey. whenever it takes damage. If a creature views the chromatic
mold with detect magic while the mold is dormant, they still
Murkendraw see the kaleidoscopic pattern and must perform a DC 10
The Murkendraw is a swamp the size of an ocean, an endless Wisdom saving throw. If a creature succeeds on its saving
stretch of tangled trees and turgid mud, where alligators drift throw, it is immune to the mold's kaleidoscopic pattern for 24
silently amid the croaking of millions of toads. Strange things hours.
live deep in the Murkendraw, illuminated by the ghost light of When the mold is touched or a creature casts a spell within
will-o-wisps. Hags lair on the outskirts while treants wade 10 feet of it, the nearest 5 foot patch of mold ejects a cloud of
through the waters near its center. spores that extends in a 10 foot radius from that patch,
unless the ambient temperature is extremely cold. Any
creature in that area must succeed on a DC 15 Constitution
Features and Hazards saving throw or become infected with its spores. An infected
creature loses 1 point of Constitution every 4 hours.
Flora Additionally, the creature must perform a DC 12 Wisdom
The Feywild is filled with all manner of plantlife, both saving throw at the end of each hour. On a failure, the
magical and mundane. Every manner of normal plantlife can creature is affected as if with the confusion spell for the
be found here, and plant monsters such as treants and duration of that hour. If a creature's Constitution is reduced
shambling mounds are not uncommon. Dangerous to 1, it dies. When a creature dies while infected with
supernatural plants and fungi such as the yellow musk chromatic mold spores, the spores consume its body,
creeper (Tomb of Annihilation pg 237) and the timmask (Out producing a new patch of chromatic mold within 1d4 hours
of the Abyss pg 23) grow in abundance in the verdant of the creature's death. The infection can be cured with any
wilderness. effect that removes diseases. However, the Constitution
points can only be recovered with a lesser restoration spell or
similar magic.
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The mold is particularly hard to kill, being that magic merely Androlynne
empowers it. A pound of salt, a gallon of alcohol or acid, or
casting dispel magic can kill a square of chromatic mold that The 471st layer of the Abyss is known as Androlynne. It is a
is 10 feet on a side. Taking cold damage suppresses the phantasmagoric realm where beauty and hideousness blend
ability of any 5 foot patch within the area of the spell to together into a strange kaleidoscope of horror and wonder.
release spores for 1d4 rounds. An antimagic field Androlynne was once a haunted, colorless nightmare realm,
immediately kills any patch of chromatic mold in its area. ruled over by an enigmatic queen from her lair of Mother’s
Interestingly, because of its alcoholic blood, cave fishers are Mountain. However, through some strange cosmic accident, a
completely immune to chromatic mold spores and feed on it portal to the realm of dreams opened up within it, allowing
freely. Cave fishers are often used to keep chromatic mold raw dreamstuff to pour into the Abyss, transforming
populations at bay in areas of high risk. Androlynne into a deliriously beautiful landscape of flowered
hills, alien forests, and surreally churning skies. However, the
Fauna rip in the fabric of the plane also allowed the souls of
There are fey dumb beasts in the Feywild. Almost all dreaming children to wander in, unaware of their peril. The
creatures in the Feywild possess at least a spark of Court of Stars took notice and sent agents to protect the
intelligence, even if only a malign cunning. Beasts such as children. Now the layer is a vivid pastel battleground where
giant elks, giant owls, and giant eagles are prime examples of demons, celestials, and fey war endlessly over the innocent
such creaturs. Many beasts in the Feywild can speak, and souls of the dreaming
some can even cast spells and shapeshift. Astrazalian, the City of Starlight
The orcs and goblinoids of the Korinn Archipelago have
Demesnes numerous stories of hunting parties who investigated a
There are a number of signifant places within the Feywild. strange island wreathed in fog on the horizon, only to never
Beautiful cities, strange forests, and haunting caverns are the return. The righteous defenders of Astrazalian do not take
rule. Nothing here is ordinary. intruders lightly.
Important to note about the Feywild is that its geography is Located at the northernmost tip of the Korinn Archipelago,
not stable in the way that the Material Plane is. Time and Astrazalian is a beautiful eladrin city of shipwrights and
space are somewhat subjective in the Feywild, and not all fishers. Though they are nominally loyal to High Lady Ordalf
locations in it are anchored to a single spot. of Karador, they mostly tend to their own business. During
Worldfall. There are some places in the world that move the spring and summer months, it exists in the Material
between the Feywild and the Material Plane. This process is Plane, but when autumn comes it worldfalls into the Feywild,
called worldfalling. This may happen at regular intervals, only to return come spring.
such as every evening, or irregular intervals, such as The ships of Astrazalian are among the fairest in all the
whenever moonlight strikes a specific stone, an albatross mortal world. Carved from the pale wood of the trees that
passes by, or a particular song is sung. grow only on that island and crafted in the shapes of swans,
metallic dragons, fish, and other beautiful for, these ships are
The Talamh the only vessels known that can reliably sail to the west in
Though an archfey's realm is relegated to a single territory, order to reach Tír Naofa.
they have many powerful and loyal fey servants whose realms
reflect their power. These servants are called tuath, and teh Brokenstone Vale
realm of a tuath is touched by the fey lord to which their Wedged between the Greypeak Mountains and the Greycloak
loyalty lies. These realms become talamh, reflections of the Hills, just northwest of the elven city of Evereska is the realm
power of those fey, granting them regional effects. Many of of Brokenstone Vale. It's home to lycanthropes of every
these tuath also possess their own regional effects, which variety, ruled over by the werwolf Viktor Mazan, former
may exist in concert with the regional effects of the talamh. enemy and lover of the Maiden of the Moon.
Though Viktor Mazan loves bloodshed, he is far more
intelligent and cunning than the average werewolf. Capable of
incredible subtlety and overpowering persuasiveness, he has
managed to rally a power base of lycanthropes loyal to him in
Brokenstone Vale. He brokered the treaty between his people
and the elves of Evereska: so long as no elves of Evereska
travel into Brokenstone Vale, whether on the Material Plane
or the Feywild, no lycanthropes of Brokenstone Vale will hunt
the elves of Evereska. It is a tenuous treaty, but it has held for
decades.
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Cendriane The Queen of Air and Darkness rules the Gloaming Court
from atop her onyx throne within her palace of Hildaland.
Located in what was once the Forest of Riildath, now the This underground realm is carved deep in the living earth,
Forest of Lethyr, Cendriane was once the greatest of the and is filled with strange and terrible beauty. Phosphorescent
eladrin cities. Towering palaces of white stone and sculpted fungi and lichen adorn the walls like candelabras, glimmering
crystal, draped with vines and flowers and glittering with a gems form natural mosaics of bizarre, organic shapes, and
thousand thousand birds, butterflies, and pixies. Sidhe lords echoes return to their source hauntingly distorted. Secret
and eladrin mages alike luxuriated in spectacular mansions passages honeycomb the stone, and whispered conversations
that were equal parts garden and home. Music lived in the linger in the dark corners. Distrust and fickle bonds hold
very air, and beauty and peace reigned. Legend has it that it sway here, and no one is safe for long.
was even more magnificent than Myth Drannor.
No more, however. Now Cendriane is now a twisted ruin Regional Effects
filled with wicked fey, dangerous monsters, and even more The region containing the Queen of Air and Darkness's lair is
sinister threats lurking beneath the grass choked streets. The warped by her magic, which creates one or more of the
terrible magic unleashed by the fomorians that destroyed the following effects:
city still leaves its scars. Even now, massive pieces of stone
float as if frozen in the middle of an explosion, totally Ambitions are amplified while within 5 miles of of the
immovable. Magical radiation renders swaths of the city Queen of Air and Darkness's lair.
innavigable to creatures that wish to retain the same shape Humanoids within 5 miles of the Queen of Air and
when they leave as when they enter. Space and time do not Darkness's lair will occasionally hear voices whispering in
function within certain buildings, and foul things leak into the their ear. If a creature respond to these whispers, the
world through the cracks in realith. Queen of Air and Darkness hears their response and
Cendriane is ruined but not abandoned. Treasure hunters becomes aware of their presence.
venture into the Forest of Lethyr in search of the fabled city of Attempts made by creatures to hide in areas of darkness
ruined crystal. Few return, but those that do carry swords of within 5 miles of the Queen of Air and Darkness's lair
unmateched quality, staves of wondrous power, and rings and have advantage.
necklaces bearing spectacular enchantments. Of greatest Lesser Regional Effects. These effects are present in
notoriety among those interested in the city are the Red Hildaland as well as within 2 miles of any realm occupied by
Wizards of Thay, whose realm is not far from Lethyr. The a tuath loyal to the Queen of Air and Darkness.
relics of ancient magic capable of granting them insight into
the fey presents an irresistible possibility for them to learn The Queen of Air and Darkness automatically succeeds
how to overcome the nation of Rashemen, whose fey when targeting the region with scrying.
guardians have continually rebuffed their assaults for Once per hour, the Queen of Air and Darkness can cast
centuries. sending, targeting only creatures within 2 miles of a
Deep in the bowels of the city lurks Lord Kannoth, once an Talamh Sgàil.
eladrin of considerable power in the city, now a vampire Fey loyal to the Queen of Air and Darkness are not
searching for arcane secrets and making dark pacts with uncommon in the area, and they delight in tormenting
creatures better left unnamed. Perhaps he seeks to right the strangers with strange voices, minor misfortunes, and odd
wrongs done to Cendriane, repairing the irreparable damage feelings.
done to it. Perhaps he seeks revenge against the fomorians
who ruined his home, hoping to find a way to eradicate the Karador
race entirely. Or perhaps he serves a far more sinister power Karador is a small city and the capital of Sarifal, the great
from beyond this world. eladrin kingdom of the Moonshae Isles. The city is ruled by
the lelfin queen High Lady Ordalf, although her tulani son
Hildaland Prince Araithe handles the day-to-day running of the
West of the Cloak Wood there is an island. An island of rolling government. High Lady Ordalf exhausted much of her
hills, green and soft with rich grass and clover. Mist drifts strength protecting her city from ruin during the Spellplague,
across the island, and those that return from it claim that they though her mind is as keen and powerful as ever. The city
hear whispers in their ears. The scholars of nearby resides on the island of Gwynneth in the middle of Lake
Candlekeep have theories on what it is within the island, but Myrloch. Karador is the home of one of the only surviving
those that voice their theories often disappear in the night. mythals in all of Faerun.
This is the island of Hildaland, gateway to the subterranean
kingdom of the Queen of Air and Darkness.
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Tír Naofa Mist is very common within the area, and all evil creatures
take a -5 penalty to their passive Perception and have
Tír Naofa is a demiplane which drifts through the Upper disadvantage on Perception checks while within this mist.
Planes at the will of its creator, Morwel. It can appear in any
of the Upper Planes, from Arborea to Ysgard, though it most Vale of the Long Night
frequently resides within Elysium, the Beastlands, and The barren lands of the Prince of Frost reveal the bitterness
Arborea. There are portals to Tír Naofa hidden all across the of his heart. Nothing will grow in the eternally frozen soil,
Upper Planes, always well hidden and well guarded. Some leaving nothing but bleak fields of ice and snow interrupted
say that if you know the way, if you know how to tie the by jagged mountains of black stone. Few things live here.
rigging just right and sail in just the right direction, that if Even the fey of ice and snow tend to stay away from the Pale
your heart is pure and your intentions are good, that a mortal Prince's realm. The bleak, frozen wastes are roamed by
can sail west from Faerun to reach the blessed shores of Tír ghosts, wraiths, wendigos, and elementals of ice and wind.
Naofa. The Prince of Frost makes his home in the Palace of
Drifting freely through the Upper Planes is a realm of Frozen Tears, mulling over his own bitterness. The palace is
surpassing beauty: an eternal autumnal forest under a grand, but strangely empty. The Pale Prince prefers to keep
glimmering twilight sky. The air is always cool and crisp, his allies at arm's length, allowing him privacy. His palace is
brisk but comfortable and carrying the scent of apples and by no means unguarded, though, as intruders are met by
fresh bread. The paths are dimly lit by gently glowing fungi shrieking phantoms and cruel ice.
and bobbing fairy lanterns, newly fallen leaves crunching If a creature fails a saving throw to resist the effects of
underfoot. The woods are filled with music, the air vibrating extreme cold while within the Prince of Frost's realm or
with the promise of bonfires with friends and joyful festivals within sight of the archfey, roll on the Flaws of the Prince
and late night feasts. This is the fey realm of Tír Naofa, the table to determine the nature of the flaw, which is a character
demesne of Morwel, the Queen of Stars. flaw that lasts until cured.
All the residents of Tír Naofa serve Lady Morwel, from the
kind dryads that lead visitors to her palace of opal and Flaws of the Prince
moonstone, to the autumn eladrin that eagerly invite d8 Flaw
strangers to join in their feasts, to the unicorns that tarry 1- “Love is foolish, and those who succumb to sentiment
among the golden leaves. Morwel's realm is a world of 2 are worthy of nothing but disdain.”
contentment and celebration, where none ever go hungry and
nature's bounty is revealed in its fullness. Morwel hosts great 3- “I resent the happiness of lovers, and will do
festivals throughout her realm, attended by elves from 4 everything I can to spoil that happiness.”
Arvandor, angels from Celestia, and even dwarves from 5- “Love and joy are frivolous. I only have time for my
Arcadia. All of good will and merry cheer are welcome in the 6 goals and ambitions, and I expect the same out of
realm of the Queen of Stars. others.”
7- “Displays of affection disgust me, and if I see anyone
Regional Effects 8 openly display affection for another I lose respect for
The entirety of Tír Naofa is subject to the will of Lady them.”
Morwel, which creates the following effects:
Those who visit Tír Naofa may become entranced by the Regional Effects
contentment and never want to leave, which can be The region containing the Prince of Frost's lair is warped by
represented with Elysium's "Overwhelming Joy" rule his magic, which creates one or more of the following effects:
(Dungeon Master's Guide pg. 60). All saving throws made to resist the deleterious effects of
If a creature is reduced to 0 hit points while within sight of extreme cold while within 10 miles of the Prince of Frost's
Lady Morwel, she can choose to spare them. In that case, lair are made with disadvantage. If a creature fails a
the creature becomes stable and is subjected to the saving throw to resist the effects of extreme cold while
Slumber version of the imprisonment spell. The condition within this area, roll on the Flaws of the Prince table to
for lifting this spell is for the creature to receive a kiss determine the nature of the flaw, which is a character flaw
from another creature that truly loves it. Creatures so that lasts until cured.
affected are kept in a large, comfortable vault beneath Plant life cannot find purchase within the permafrost soil
Morwel's castle and are tended to by fey until their true within 10 miles of the Prince of Frost's lair. Any spells that
love arrives. create plant life automatically fail while in this area.
Lesser Regional Effects. These effects are present in Tír If the Prince of Frost dies, these effects fade in 1d10 days.
Naofa as well as within 2 miles of any realm occupied by a
tuath loyal to Morwel.
If an evil creature falls asleep within the area, it must
succeed on a DC 24 Charisma saving throw or be afflicted
by the Slumber version of the imprisonment spell. The
conditions for ending the spell are the target taking any
amount of damage or another creature using an action to
wake them up.
Non-evil creatures that complete a long rest within the
area gain the benefits of the heal spell.
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Each time an infected creature completes a short rest in a
Fey Diseases and Poisons below freezing temperature or takes cold damage, it must
Diseases and poisons of the fair realms frequently target the make a DC 15 Constitution saving throw or have its
mind and soul as much as they do the body. Charisma score reduced by 1. Additionally, if an infected
creature fails its saving throw to resist the effects of extreme
Fey Diseases cold, its Charisma score is reduced by 1d4.
If a creature's Charisma score is reduced to 1 while
The vector for infection for a fey disease is rarely a physical infected with this disease, it is frozen into a statue of solid
one. More common it is a mental or emotional state, a ice. The frozen creature is petrified, is immune to cold
vulnerability opened up in one's heart. damage, and is vulnerable to fire damage.
The disease can be cured by 10 uninterrupted hours of
Hanahaki exposure to sunlight in a temperature above freezing, which
Hanahaki manifests in humanoids that are in love with a also restores lost Charisma points. If the infected creature is
creature that does not love them in return. This includes transformed into a statue of solid ice, only a greater
artificially induced infatuation, such as that created by a restoration spell or similar magic can cure it.
philter of love or Love-in-Idleness. After each long rest
completed within the Feywild or an area touched by the Third Eye Infection
Feywild, a creature that is suffering from unrequited love A third eye infection is a very dangerous and insidious
must succeed on a DC 10 Charisma saving throw or become disease for diviners. The vector for infection is divination
infected with hanahaki, which has an incubation period of magic. If a creature casts a divination spell to glean
1d4 days. information about a creature with a third eye infection, it
Once symptoms manifest, a creature begins to cough up must succeed on a DC 13 Intelligence saving throw or
flower petals, particularly when the object of their affection is become infected. The incubation period is 1 day.
near. Whenever an infected creature attempts to speak, it When a creature with a third eye infection casts a
must succeed on a DC 10 Constitution saving throw or be divination spell to gleam information, there is a chance that
prevented from speaking by a fit of coughing. This includes whatever information it gains from that spell is incorrect in
casting spells with verbal components. The infected creature some way, rolled secretly by the DM. The likelihood for
has disadvantage on the saving throw if the object of its incorrect divination results starts at 10% when first infected,
affection is within sight of it. increasing by 10% for every week the creature is infected and
After each long rest, the infected creature must succeed on 5% each time the infected creature casts a divination spell. If
a DC 10 Charisma saving throw or have its Constitution the spell already has a percentile chance of failure, then this
score reduced by 1. If its Constitution score is reduced to 1 by percentile failure is added on to that.
this effect, the infected creature dies. The creature's A creature that is aware of its third eye infection can
Constitution score is restored if it is cured of hanahaki. attempt to make a DC 13 Wisdom (Insight) check after
Hanahaki can be cured with lesser restoration or any completing a long rest. On a success, the creature's
higher level healing spell that removes diseases, though the percentile chance of failure is reduced by 1d4 x 10%. If
creature will be at risk of contracting it again. Hanahaki can reduced to 0%, the creature is cured of its third eye infection.
be permanently cured in a number of ways. If the infected
creature's love is reciprocated, the creature will vomit up a Walking Dream
single, whole flower and be permanently immune to Walking dream is an infection that causes a creature's
hanahaki from that point on. If the infected creature's love for hallucinations to spill out of its head into the real world. A
the object of its affection wanes, the disease will end, though creature that experiences a vivid hallucination while within
they can still contract the disease again. Finally, if a creature the Feywild or an area touched by the Feywild must make a
casts modify memory on a creature suffering from hanahaki, DC 10 Intelligence throw or become infected with walking
they can use the spell to excise the disease from their soul. dream, which has an incubation period of 1d4 days.
This, however, will prevent the target from ever falling in love Once symptoms manifest, the infected creature begins
again unless cured with greater restoration, which will also emitting an aura of vivid hallucinations. The aura has a
make the creature vulnerable to hanahaki again. radius of 20 feet, and any creature that begins its turn within
the aura must succeed on an Intelligence saving throw or be
Iceblood incapacitated by the illusion until the beginning of its next
When a humanoid or fey witnesses a close friend or loved turn. The DC of the saving throw equals 13 – the infected
one die in the Feywild or an area touched by the Feywild, it creature's Wisdom modifier. Additionally, if the infected
must make a DC 15 Charisma saving throw or contract creature is under the effects of any enchantment or illusion
Iceblood. The saving throw is made with disadvantage if the spells such as charm person or phantasmal killer, any
loved one was the creature's romantic partner. Iceblood has creature that fails its saving throw is also under the effect of
an incubation period of 1d4 days. that spell for the duration of the time it spends within the
Once symptoms manifest, the infected creature becomes aura.
ice cold to the touch and its emotions become dulled and
distant. It has disadvantage on Charisma skill checks and
death saving throws, and cannot rage, gain inspiration, or
become frightened or charmed.
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An infected creature can attempt to suppress the aura once Fey Poisons
per hour by making a DC 13 Wisdom saving throw. On a
success, the aura is suppressed for 1d4 + the infected Chthonic Pomegranate (Ingested). The chthonic
creature's Wisdom modifier hours. The DC for the saving pomegranate tree grow only underground, far from the light
throw increases by 1 for each time the infected creature of the sun. It looks and tastes just like a mundane
makes the saving throw, regardless of whether it succeeds or pomegranate, and its juice can be added to any variety of A
not, returning to 13 after the infected creature completes a creature subjected to this poison must succeed on a DC 16
long rest. The infected creature cannot suppress the aura Constitution saving throw or become affected by the poison
while it is unconscious, and any dreams it has while for 2d6 days. While affected in this way, a creature suffers no
unconscious will leak out and be visible in the aura. adverse effects until it enters sunlight. While illuminated by
Once an infected creature completes a long rest, it must bright sunlight the creature is poisoned and it takes 1d6
make a DC 12 Intelligence saving throw. On a failure, the radiant damage at the end of each turn.
creature's Wisdom score is reduced by 1d4. If the infected Love-in-Idleness (Contact). This poison is rendered from
creature's Wisdom is reduced to 1 (-5) it becomes insane and a rare yellow and white flower and must be applied to the
cannot be cured of the disease by anything less than a greater eyelids of a sleeping creature. Upon waking, a creature
restoration spell. If the infected creature succeeds on this subjected to this poison must succeed on a DC 15
saving throw three consecutive times, it is cured of the Constitution saving throw or become infatuated with the first
disease. Once cured of the disease, the creature will regain creature it sees. The poisoned creature is charmed by the
its Wisdom at a rate of 1d4 after each long rest until it creature. The poison lasts for 1d6 days or until washed from
returns to its original value. the creature's eyelids by its own tears. The effect is extended
if the poison is reapplied.
Wendigo's Hunger Meenlock Venom (Injury). Meenlock claws produce a
A humanoid that consumes the flesh of another humanoid sinister venom which renders their victims helpless against
creature while within the Feywild or an area touch by the their psionic torment. A creature subjected to this poison
Feywild must succeed on a DC 14 Charisma saving throw or must succeed on a DC 11 Constitution saving throw or be
become infected with Wendigo's Hunger, which has an poisoned for 1 minute. While poisoned in this way, the
incubation period of 1d4 days. Once the incubation period is creature is paralyzed.
complete, the creature gains the following flaw: “I crave to Snow Glass (Inhaled). Snow glass is one of the Prince of
feed on the flesh of sentient creatures, especially my kin.” Frost's most sinister creations, and the secrets for creating it
The first time each day that an infected creature witnesses have been spread to all the cruel fey of winter. A single piece
a humanoid become injured, it must succeed on a DC 14 of snow glass looks and feels exactly like mundane glass.
Wisdom saving throw or attempt to feed on them. The However, any good aligned creatures reflected in the glass
infected creature has disadvantage on the saving throw if the look hideous, and any evil aligned creatures reflected in the
humanoid it witnessed being injured is an ally or family mirror appear beautiful. When thrown to the ground, the
member. Each time that a creature infected with the glass shatters into a cloud of incredibly small particles. A
Wendigo's Hunger successfully feeds on another humanoid's creature subjected to this poison must make a DC 14
flesh, its Wisdom score is reduced by 1d4. Constitution or become poisoned for 1d6 hours. While
After reach long rest, a creature infected with Wendigo's poisoned, the creature perceives all good aligned creatures as
Hunger must succeed on a DC 14 Charisma saving throw or hideous and wicked and all evil aligned creatures as beautiful
have its Wisdom score reduced by 1. When its Wisdom score and good. The poisoned creature can attempt to make a DC
is reduced to 1, the creature immediately transforms into a 16 Wisdom (Insight) check to overcome this perception for a
wendigo, racing into the sky with such speed that its feet are single target.
burned away into charred, bloody stumps.
Gnolls, leucrotta, shoosuva, wendigo, hyenas, and any
fiends loyal to Yeenoghu can detect if a creature is infected by
Wendigo's Hunger by scent and will avoid attacking it.
Wendigo's Hunger can also be contracted from the bite of a
wendigo. If an infected creature does not feed on another
sentient creatures for 10 consecutive days, it is cured of
Wendigo's Hunger. Otherwise, it can be cured with greater
restoration or similar magic. When the creature is cured of
Wendigo's Hunger, any reduction in Wisdom that it suffered
from the disease is restored.
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New Monsters
Creatures by CR
Monster Challenge Monster Challenge
Ashira 0 Boreal 3
Commoner Bacchae 0 Camelopardel 3
Shimmerling 0 Buckawn 3
Asherati ¼ Darfellan Warrior 3
Sprites (Atomie, Bramble, Grig, Koropokkuru, ¼ Dustblight 3
Splanxty)
Eladrin Archer 3
Faery (Frost, Glouras, Nixie, Sylph) ¼
Faerybloom Bouquet 3
Firbolg ¼
Fand 3
Uldra ¼
Feywild Archer 3
Asrai ½
Firbolg Druid 3
Jermlaine ½
Gelun 3
Spark ½
Gruvrået 3
Alven 1
Hkum Yeng Nat 3
Deerwraith 1
Leprechaun 3
Domovoi 1
Maenad 3
Forlarren 1
Muryankin 3
Jaebrin 1
Shiere Knight 3
Jack o' Lantern 1
Snow Golem 3
Muse 1
Spriggan 3
Mycodryad 1
Thorn Knight 3
Einsaung Nat 1
Vodyanoi 3
Selkie 1
Aranea 4
Vestal 1
Bisan 4
Coure 2
Dream Druid 4
Glaistig 2
Dune Hag 4
Hybsil 2
Hannya Hag 4
Kappa 2
Jack-of-the-Green 4
Nephele 2
Movanic Deva 4
Neugle 2
Naiad 4
Pech 2
Lu Nat 4
Portune 2
Noviere 4
Powriekin 2
Powrie 4
Splinterwaif 2
Shepherd Druid 4
Wolfwraith 2
Swarm of Asrai 4
Swarm of Ratwraiths 2
Voadkyn 4
Bard of Glamour 3
Yuki-on-na 4
Bloodlance 5
Boglin 5
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Monster Challenge Monster Challenge
Brag 5 Sith 9
Bralani 5 Zurkhent 9
Carey Hag 5 Knight of Mag Tureah (Fomorian) 10
Cura Hag 5 Tangie 10
Faerybloom Garden 5 Shadar-kai Cenobite (in lair) 10
Fossergrim 5 Jacky Longlegs 11
Joystealer 5 Rimefire Eidolon (in lair) 11
Lampad 5 Baku 12
Mercane 5 Eladrin Arquen 12
Merfolk Siren 5 Eye of Agony (Fomorian) 12
Regiment of Sprites 5 Jack-in-Irons 12
Spider Grandmother 5 Otsheentou 12
Verbeeg 5 Ruin Elemental 12
Banshrae 6 Charybdid 13
Ceffyl Dŵr 6 Maeve 13
Deadwood Revenant 6 Scyllan 13
Gulthias Dryad 6 Huriat 14
Lillend 6 Kumiho 14
Teg 6 Nuckelavee 14
Tireganierk 6 Ragewalker 14
Carey Hag (in coven) 7 Shiradi 15
Curan Hag (in coven) 7 Loht 16
Cyclops Soldier 7 Selephra 16
Hybsil Hart 7 Siabrie 16
Jack Frost 7 Bolcaith 17
Shay 7 Ocean Strider 18
Wendigo 7 Loht & Maeve 20
Bacchae Champion 8 Lelfin 20
Firre 8 Vermiurge 20
Green Knight 8 Siobhan 21
Jorogumo 8 Zeitgeist (any manifestation) 21
Muryan 8 Morwel 22
Ruin Chanter 8 Thrumbolg 22
Shimmerling Swarm 8 Siobhan (in lair) 23
Silat Hag 8 Animus Loci (any manifestation) 27
Springheel Jack 8
Stonesinger 8
Corrupture 9
Rimefire Eidolon 9
Saguaro Sentinel 9
Shadar-kai Cenobite 9
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Animus by CR
New Fey Types Monster CR Source
Similar to how many fiends can be categorized into demon, Ashira 0
devil, and yugoloth, many fey can be categorized into Dryad 1 Monster Manual
particular types as well. Unlike fiends, however, fey are less
well defined, and many fey can be of two types Muse 1
simultaneously. Mycodryad 1
Vestal 1
Animus
Glaistig 2
All fey are embodiments of nature to some extent or another.
The animus fey are the fey closest to the natural world. Some Nephele 2
are inexorably bound to a natural landmark, such as the Nereid 2 Yawning Portal
dryads or the fossergrim. Others are bound the elemental
power of nature, such as nereids and korreds, or are living Splinterwaif 2
extensions of nature's might, such as bheur hags or the Boreal 3
vermiurge. The mightiest of them all are living, breathing Fand 3
extensions of the natural world, such as Oberon and the
animus loci. Some animus fey are natural forces made flesh, Gruvrået 3
while others are creatures that have become so close to the Maenad 3
forces of nature as to be almost indistinguishable.
All animus possess the animus tag. Bisan 4
Dune Hag 4
Sidhe Naiad 4
The sidhe are the lords and ladies of the Feywild. They are Yuki-on-na 4
beautiful, powerful, and perilous, naturally born to rule. The
sidhe are detailed further in their section on page 145 Boglin 5
Fossergrim 5
Lampad 5
Deadwood revenant 6
Gulthias dryad 6
Bheur Hag 7 Volo's Guide to
Monsters
Korred 7 Volo's Guide to
Monsters
Poludnica 8 Lords and Ladies
Ruin Chanter 8
Verdani 11 Lords and Ladies
Ruin Elemental 12
Verenestra 14 Lords and Ladies
Virage 16 Lords and Ladies
Bolcaith 17
Sovereign Elk 20 Lords and Ladies
Vermiurge 20
Siobhan 21
Zeitgeist (any manifestation) 21
Bolcaith (Erupting) 23
Oberon 23 Lords and Ladies
Animus Loci (any 27
manifestation)
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Animus Loci (Ice) One With the Land. As long as it remains in its region, it
cannot be surprised, can pinpoint the precise location
Gargantuan fey (animus, primordial), neutral
of any creatures within 120 feet of it as a bonus action,
Armor Class. 18 (natural armor) and is immune to sneak attack damage
Hit Points. 585 (30d20 + 270)
Speed. 50 ft., burrow 50 ft. Actions
Multiattack. The animus loci makes two slam attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +15 to hit, reach 10 ft.,
25 (+7) 8 (-1) 28 (+9) 13 (+1) 20 (+5) 14 (+2) one creature. Hit: 29 (4d10 + 7) bludgeoning damage
plus 14 (4d6) cold damage.
Saving Throws: Str +15, Con +17, Wis +13 Icicle. Ranged Weapon Attack: +15 to hit, range
Skills. Nature +9, Perception +13 60/240 ft., one creature. Hit: 23 (3d10 + 7)
Damage Immunities. cold, poison; bludgeoning, bludgeoning damage plus 14 (4d6) cold damage.
piercing, and slashing damage from non-magical
weapons Legendary Actions
Condition Immunities. exhaustion, paralyzed, petrified, The animus loci can take 3 legendary actions, choosing
poisoned, prone, unconscious from the options below. Only one legendary action
Senses. darkvision 120 ft. tremorsense 60 ft., passive option can be used at a time and only at the end of
Perception 23 another creature's turn. The animus loci regains spent
Languages. Druidic, Primordial, Sylvan legendary actions at the start of its turn.
Challenge. 27 (105,000 XP)
Attack. The animus loci makes one Slam or Icicle attack
Animus Loci. A beast, fey, or plant that targets the Flurry (Costs 2 Actions). The animus loci transforms into
animus loci with an attack or a harmful spell must first a Gargantuan whirling cloud of wind and snow and
make a DC 18 Wisdom saving throw. On a failed save, moves up to 90 ft. in a straight line, passing through
the creature must choose a new target or lose the the spaces of any creatures in this line. It does not
attack or spell. The creature is aware of this effect provoke opportunity attacks while doing this. Any
before it makes its attack. creatures that it passes through must succeed on a DC
Frigid Aura. A creature that touches the animus loci or 25 Constitution saving throw, taking 22 (4d10) cold
hits it with a melee attack while within 5 feet of it takes damage on a failed save or half as much on a
5(1d10) cold damage. successful one. Additionally, the spaces that the
animus loci passes through become covered with a
Ice Glide. The animus loci can burrow through thick layer of snow, becoming difficult terrain. The
nonmagical ice and snow. While doing so, the animus snow persists until the beginning of the animus loci's
loci doesn't disturb the material it is moving through. next turn.
Additionally, difficult terrain created by ice or snow
does not impede the animus loci's movement. Deep Freeze (Costs 3 Actions). All creatures within 60
feet of the animus loci must make a DC 25
Innate Spellcasting. The animus loci's innate spellcasting Constitution saving throw, taking 27 (5d10) cold
ability is Constitution (spell save DC 25, +17 to hit damage on a failure or half as much on a successful
with spell attacks). It can innately cast the following one. Additionally, on a failed saving throw, the target is
spells, requiring no components: restrained by ice encrusting their body (escape DC 18).
At will: call lightning, cone of cold, control water, fog Furthermore, the ground in a 60 foot radius of the
cloud, gust of wind, heat metal, ice storm, move earth, animus loci becomes slippery ice (Dungeon Master's
lightning bolt, sleet storm, wall of stone Guide pg. 110)
1/day each: chain lightning, earthquake, firestorm, Manifestation (Costs 3 Actions). The animus loci
incendiary cloud, storm of vengeance, tsunami, assumes another one of its elemental manifestations,
whirlwind provided the manifestation is appropriate to its terrain
and there is an adequate amount of material present to
compose its new form. It can teleport up to 30 feet
while doing this, and retains its hit points and
expended spells while doing so.
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Animus Loci (Magma) One With the Land. As long as it remains in its region, it
cannot be surprised, can pinpoint the precise location
Gargantuan fey (animus, primordial), neutral
of any creatures within 120 feet of it as a bonus action,
Armor Class. 17 (natural armor) and is immune to sneak attack damage
Hit Points. 585 (30d20 + 270)
Speed. 50 ft., swim 60 ft. (in lava only), burrow 30 ft. Actions
Multiattack. The animus loci makes two Slam attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +15 to hit, reach 10 ft.,
24 (+7) 15 (+2) 28 (+9) 13 (+1) 20 (+5) 14 (+2) one creature. Hit: 21 (4d6 + 7) bludgeoning damage
plus 22 (4d10) fire damage
Saving Throws: Str + 15, Dex +10, Wis +13 Volcanic Breath (Recharge 5-6). The animus loci exhales
Skills. Nature +9, Perception +13 superheated toxic fumes in a 90-foot cone. Each
Damage Resistances. cold creature in that area must make a DC 25 Constitution
Damage Immunities. fire, poison; bludgeoning, piercing, saving throw, taking 27 (6d8) fire damage and 27
and slashing damage from non-magical weapons (6d8) poison damge on a failed save or half as much
Condition Immunities. exhaustion, grappled, paralyzed, on a successful one. Additionally, on a failed saving
petrified, poisoned, prone, restrained, unconscious throw the target is poisoned. The area becomes heavily
Senses. darkvision 120 ft., passive Perception 23 obscured by smoke until the beginning of the animus
Languages. Druidic, Primordial, Sylvan loci's next turn.
Challenge. 27 (105,000 XP)
Legendary Actions
Animus Loci. A beast, fey, or plant that targets the The animus loci can take 3 legendary actions, choosing
animus loci with an attack or a harmful spell must first from the options below. Only one legendary action
make a DC 18 Wisdom saving throw. On a failed save, option can be used at a time and only at the end of
the creature must choose a new target or lose the another creature's turn. The animus loci regains spent
attack or spell. The creature is aware of this effect legendary actions at the start of its turn.
before it makes its attack.
Attack. The animus loci makes one Slam attack
Innate Spellcasting. The animus loci's innate spellcasting
ability is Constitution (spell save DC 25, +17 to hit Pyroclastic Flow (Costs 2 Actions). The animus loci
with spell attacks). It can innately cast the following liquefies into a mound of lava, ending the grappled
spells, requiring no components: condition on any creatures it is currently grappling, and
moves up to 60 feet in a straight line. While moving
At will: call lightning, cone of cold, control water, fog like this, the animus loci does not provoke opportunity
cloud, gust of wind, heat metal, ice storm, move earth, attacks, can enter a creature's space and stop moving
lightning bolt, sleet storm, wall of stone there, and deals 5 (1d10) fire damage to any creature
1/day each: chain lightning, earthquake, firestorm, whose space it passes through. It becomes solid again
incendiary cloud, storm of vengeance, tsunami, once it stops moving. If a creature is in the same space
whirlwind as it when it becomes solid, that creature must
succeed on a DC 23 Strength saving throw or become
Magma Body. A creature that touches the animus loci grappled. On a success, it is pushed to the nearest
or hits it with a melee attack while within 5 feet of it adjacent unoccupied space. A grappled creature takes
takes 5 (1d10) fire damage. Additionally, for every 5 5 (1d10) fire damage at the start of each of its turns
feet of water it travels through, the animus loci takes 1 and can repeat the saving throw at the end of each of
cold damage. If the animus loci takes 20 or more cold its turns to end the condition.
damage in a single turn, it partially hardens until the
end of its next turn, reducing its speed by 10 feet. If its Manifestation (Costs 3 Actions). The animus loci
speed is reduced to 0 feet, it fully hardens and is assumes another one of its elemental manifestations,
restrained until the end of its next turn. Entering an provided the manifestation is appropriate to its terrain
area of lava or using the Pyrcoclastic Flow Legendary and there is an adequate amount of material present to
Action ends this effect early. compose its new form. It can teleport up to 30 feet
while doing this, and retains its hit points and
expended spells while doing so.
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Animus Loci (Mud) One With the Land. As long as it remains in its region, it
cannot be surprised, can pinpoint the precise location
Gargantuan fey (animus, primordial), neutral
of any creatures within 120 feet of it as a bonus action,
Armor Class. 18 (natural armor) and is immune to sneak attack damage
Hit Points. 585 (30d20 + 270)
Speed. 20 ft., swim 20 ft. Actions
Multiattack. The animus loci makes two attacks,
choosing from either its Slam or its Mud Spit for each.
STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 28 (+9) 13 (+1) 20 (+5) 14 (+2) Slam. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one creature. Hit: 34 (5d10 + 7) bludgeoning damage.
Additionally, the target must make a DC 23 Strength
Saving Throws: Str +15, Con +17, Wis +13 saving throw, becoming grappled on a failure.
Skills. Nature +9, Perception +13
Damage Immunities. acid, poison; bludgeoning, Mud Spit. Ranged Weapon Attack: +15 to hit, range
piercing, and slashing damage from non-magical 60/120 ft., one creature. Hit: 29 (5d8 + 7)
weapons bludgeoning damage. Additionally, the target must
Condition Immunities. exhaustion, grappled, paralyzed, make a DC 23 Strength saving throw, becoming
petrified, poisoned, prone, restrained, unconscious restrained on a failure.
Senses. blindsight 60 ft., darkvision 120 ft., passive
Perception 23 Legendary Actions
Languages. Druidic, Primordial, Sylvan The animus loci can take 3 legendary actions, choosing
Challenge. 27 (105,000 XP) from the options below. Only one legendary action
option can be used at a time and only at the end of
Animus Loci. A beast, fey, or plant that targets the another creature's turn. The animus loci regains spent
animus loci with an attack or a harmful spell must first legendary actions at the start of its turn.
make a DC 18 Wisdom saving throw. On a failed save,
the creature must choose a new target or lose the Attack. The animus loci makes one Slam or Mud Spit
attack or spell. The creature is aware of this effect attack
before it makes its attack. Whelm (Costs 2 Actions). The animus loci teleports into
Innate Spellcasting. The animus loci's innate spellcasting the space of any creature on the ground that it
ability is Constitution (spell save DC 25, +17 to hit successfully hit with a Slam or Mud Spit attack since
with spell attacks). It can innately cast the following the beginning of its last turn. Any creatures that it
spells, requiring no components: successfully grapples take 40 (6d10 + 7) bludgeoning
damage. The animus loci can choose to forgo the
At will: call lightning, cone of cold, control water, fog option of teleporting in favor of crushing the creatures
cloud, gust of wind, heat metal, ice storm, move earth, it is currently grappling.
lightning bolt, sleet storm, wall of stone
Hungry Mud (Costs 2 Actions). The animus loci targets
1/day each: chain lightning, earthquake, firestorm, up to 4 creatures that it can see. Those creatures must
incendiary cloud, storm of vengeance, tsunami, succeed on a DC 25 Dexterity saving throw or be
whirlwind pulled up to their waist into the muddy ground beneath
Mud Form. The animus loci can enter a hostile them. Any creature that is pulled into the ground must
creature's space and stop there. It can move through a use 10 feet of movement to extricate themselves. If
space as narrow as 1 inch wide without squeezing. the target fails their saving throw by 5 or more, they're
Whenever the animus loci enters a creature's space, pulled in up to their necks and are restrained. They
the creature must succeed on a DC 17 Strength saving must use an action to make a successful DC 25
throw or become grappled by the animus loci. The Strength saving throw before they can extricate
animus loci can grapple up to 5 Medium creatures at themselves from the mud.
once. A grappled creature can repeat the saving throw Manifestation (Costs 3 Actions). The animus loci
at the end of each of its turns, ending the condition on assumes another one of its elemental manifestations,
a success. As a bonus action, the animus loci can target provided the manifestation is appropriate to its terrain
one creature that it is grappling, tightening its grip on and there is an adequate amount of material present to
that creature, increasing the escape DC to 23 until the compose its new form. It can teleport up to 30 feet
creature escapes. while doing this, and retains its hit points and
expended spells while doing so.
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Brag
The brag are an industrious variety of hob that adores hard Brag
work, amusing tales, and skill in masonry, carpentry, and Small fey, lawful neutral
other such crafts. Standing about three feet in height, their
thickly muscled body and deft hands speak volumes of their Armor Class. 11 (leather armor)
skill as craftsmen. Their chalk white skin stands in stark Hit Points. 102 (12d6 + 60)
contrast to their wiry black hair and deep black eyes, which Speed. 40 ft.
can lull the unaware to sleep.
Powerful Craftsmen. The brag are startlingly strong, able STR DEX CON INT WIS CHA
to comfortably carry weights that a horse might struggle with.
In Ravenloft, particularly in Tepest where the Arak are most 19 (+4) 10 (+0) 20 (+5) 12 (+1) 11 (+0) 9 (-1)
common, a difficult undertaking such as a barn raising is
known as brag work. In fact, brag have been known to help Saving Throws: Str +7
craftsmen whom they take a particular shine to in their work. Damage Resistances. bludgeoning, piercing, and
There are many stories in Ravenloft of a craftsman who left a slashing damage from non-magical weapons
job half finished at nightfall only to find it completed by Damage Immunities. cold
morning. The opposite is also true, as many poor craftsmen Senses. darkvision 120 ft., passive Perception
have found their efforts repeatedly stymied by constant Languages. Arak
Challenge. 5 (1,800 XP)
delays.
Home Builders. The brag are in charge of the
construction of the homes of all the arak, and they take Brute. A melee weapon deals one extra die of its
damage when the brag hits with it (included in the
immense pride in their work. While in the Shadow Rift, the attack).
brag live in sturdy cabins of wood. When traveling abroad, the
brag will build exact replicas of their homes back in the Innate Spellcasting. The brag's innate spellcasting
Shadow Rift, giving rise to stories of strange, windowless ability is Charisma (spell save DC 10, +2 to hit with
cabins appearing in forests overnight. spell attacks). It can innately cast the following
spells, requiring no material components:
At will: dispel magic, resistance
1/day each: freedom of movement, globe of
invulnerability, glyph of warding
Magic Resistance. The brag has advantage on saving
throws against spells and other magical effects.
Powerful Build. The brag counts as a Large creature
when determining its carrying capacity and the
weight it can push, drag, or lift.
Sunlight Hypersensitivity. The brag takes 5 radiant
damage when it starts its turn in bright sunlight.
While in sunlight, it has disadvantage on attack rolls
and ability checks.
Actions
Multiattack. The brag makes two slam attacks
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 15 (2d10 + 4) bludgeoning
damage and the target must make a DC 10
Intelligence saving throw. On a failure, the target
becomes convinced that they are a horse for 1
minute. A calm emotions spell or similar magic
cures this delusion. On a success, the target is
immune to the effect for 24 hours.
Glare (Recharge 3-4). The brag targets one creature
it can see within 30 ft. of it. If the target can see the
brag, it must succeed on a DC 10 Wisdom saving
throw against this magic or be rendered
unconscious for 1 minute. The target wakes up if it
takes damage or if another creature uses it action
to wake it up.
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Fand
Beauty comes in many forms. In the bright lands of Faerun, Fand
dryads rejoice in the beauty of a sun drenched meadow while Medium fey (animus), neutral good
naiads frolic in the sparkling waters of a stream. In Ravenloft,
though, where the sun is pale and shadows reign, beauty Armor Class. 12
takes a different form. There are groves shrouded in shadows Hit Points. 44 (8d8 + 8)
that are just as beautiful as the sunny groves in the world of Speed. 30 ft., swim 30 ft.
light, places of such eerie loveliness that the mind yearns to
relax in the beautiful gloom forever. These are the homes of STR DEX CON INT WIS CHA
the fand, the nymphs of the Shadow Rift.
Unseen Beauty. The fand are known as the glass nymphs, 11 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 19 (+4)
and for good reason. Though heart-breakingly beautiful, they
are entirely invisible, unable even to see themselves. Only Saving Throws: Dex +4, Cha +6
those who they have bewitched with their kisses are able to Damage Resistances. bludgeoning, piercing, and
see them. As such, they continually yearn for companionship, slashing damage from non-magical weapons
luring in unsuspecting men and women so that they may be Damage Immunities. cold
showered with praises. Over a period of weeks or months Senses. darkvision 120 ft., passive Perception
their new admirers slowly fade away, losing their reality until Languages. Arak
Challenge. 3 (700 XP)
they vanish entirely. If the fand is especially fond of an
admirer, it may choose to spirit them away as an arakin,
sparing them the fate of dissolution and allowing them to Innate Spellcasting. The fand's innate spellcasting
ability is Charisma (spell save DC 14, +6 to hit with
praise the fand and create art for the Arak for the rest of time. spell attacks). It can innately cast the following
Home is Where the Heart is. A fand is not bound to a spells, requiring no material components:
specific location or object, as other nymphs are. Rather, it is
bound to its coterie of admirers. As such, a fand is always on 1/day each: geas, hex, hold person, suggestion
the hunt for new admirers when not surrounded by the Invisibility. The fand is invisible to creatures that
admiring fey of the Shadow Rift. A fand rarely settles in one aren't charmed by it.
place for long, but wherever it settles is inevitably a place of
sublime, umbral beauty. From these darkened groves, Magic Resistance. The fand has advantage on saving
springs, and caverns the fand send their coterie to draw new throws against spells and other magical effects.
admirers for the fand. Sunlight Hypersensitivity. The fand takes 5 radiant
damage when it starts its turn in bright sunlight.
While in sunlight, it has disadvantage on attack rolls
and ability checks.
Actions
Multiattack. The fand makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage,
plus 3 (1d6) necrotic damage with hex.
Kiss of the Night (Recharge 5-6). Melee Spell Attack:
+6 to hit, reach 5 ft., one creature. Hit: The target
must succeed on a DC 15 Wisdom saving throw or
become charmed by the fand. This condition lasts
until the fand attacks the target, the fand ends the
effect as a bonus action, or it is cured with a
remove curse spell or similar magic. While charmed
in this way, the target feels compelled to express
their appreciation of the fand's beauty. If a
creature's saving throw is successful, the creature
is immune to the fand's Kiss of the Night for the
next 24 hours.
For every 24 hours that the target remains charmed
by the fand, it must succeed on a DC 15 Wisdom
saving throw or lose 1 point of Charisma. When the
target's Charisma is reduced to 5 it becomes
invisible. When the target's Charisma is reduced to
2, the target vanishes entirely. A greater restoration
spell can restore the target's Charisma score and
visibility.
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Muryan
The muryan are feared throughout Ravenloft, especially in Muryan
Tepest where their attacks are most common. Called “the Medium fey, chaotic neutral
Dancing Men,” these tall, well-muscled fey are well known for
the unnerving grace with which they descend into berserk Armor Class. 15
rages. Even more disturbing is their ability to compel others Hit Points. 93 (11d8 + 44)
to join in the macabre dances. Speed. 40 ft.
Dancing Death. The muryan are the wild warriors of the
arak, lovers of wanton violence and bloodthirsty rage. They STR DEX CON INT WIS CHA
guard their fellow arak and any passages to the Shadow Rift.
While within the Shadow Rift, they live in longhouses with 16 (+3) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 16 (+3)
their fellow muryan, dancing, sparring, and carousing to their
heart's content. While traveling abroad, a muryan sets up Saving Throws: Dex +8, Cha +6
camp in dense copses of trees, coming out at night to menace Skills. Acrobatics +8, Athletics +6, Intimidation +6,
any foolish enough to travel in the dark. Perception +5, Stealth +8
Damage Resistances. bludgeoning, piercing, and
slashing damage from non-magical weapons
Damage Immunities. lightning
Senses. darkvision 120 ft., passive Perception 15
Languages. Arak
Challenge. 8 (3,900 XP)
Actions
Multiattack. The muryan makes two attacks with its
scimitars
Scimitar. Melee Weapon Attack: +8 to hit, reach 5
ft., one creature. Hit: 8 (1d6 + 5) slashing damage
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Portune
The portune are a race of kind but somber fey, barely over 6 Portune
inches tall with black skin and gray, moth-like wings. They Tiny fey (shapechanger), lawful good
prefer to remain in the shape of an asp the majority of the
time. They hate to see others suffer, and will tend to the Armor Class. 13
wounds of any injured creature. Though compassionate, they Hit Points. 21 (5d4 + 6)
view all patients as equal. A cricket with a broken antenna Speed. 30 ft., fly 30 ft
will receive exactly the same amount of care an attention as a
human with a broken arm. The only exception to this is other STR DEX CON INT WIS CHA
arak, who always receive immediate care.
Quiet Physicians. Portune love to be near water, so when 2 (-4) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 13 (+1)
possible they live near rivers, lakes, and natural springs.
Their homes in the Shadow Rift are tiny, beautifully carved Skills. Medicine +4, Perception +4
mansions of wood or stone on the banks of streams and Damage Resistances. bludgeoning, piercing, and
fountains, surrounded by gardens of medicinal herbs. While slashing damage from non-magical weapons
traveling abroad, portune reside in the nests of animals that Damage Immunities. fire, poison
live near rivers, sharing the space with beasts that innately Condition Immunities. poisoned
recognize the benign nature of their temporary guests. Senses. darkvision 120 ft., passive Perception 14
Languages. Arak
Challenge. 2 (450 XP)
Actions
Multiattack. The portune makes two attacks with its
bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage plus
5 (2d4) poison damage. The target must succeed
on a DC 11 Constitution saving throw or have its
hit point maximum reduced by the amount of
poison damage dealt until cured with a lesser
resoration spell or similar magic.
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Powrie
These wicked, sprite-like creatures are the most evil residents Powrie
of the Shadow Rift, engaging gleefully in violent murder and Tiny fey (shapechanger), chaotic evil
sadistic torture. Delighting in subterfuge and possessing
powers of illusion, the powrie make excellent assassins and Armor Class. 15
spies. Loht and Maeve have been able to play a subtle part in Hit Points. 35 (10d4 + 10)
political machinations all across Ravenloft due to the clever Speed. 10 ft., fly 30 ft.
application of a powrie. The powrie are crass and ill-
mannered to everyone, including their allies. The only STR DEX CON INT WIS CHA
exception to this is Loht and Maeve, to whom they show
nothing but complete respect and adoration. 9 (-1) 20 (+5) 12 (+1) 11 (+0) 13 (+1) 12 (+1)
Foul Nests. Whether in the Shadow Rift or traveling
abroad, powrie reside in wasp nests tucked under the Skills. Deception +3, Sleight of Hand +7, Stealth +7
branches of trees or the eves of houses. The area around a Damage Resistances. bludgeoning, piercing, and
powrie's nest is oddly devoid of animal activity, aside from slashing damage from non-magical weapons
wasps, as beasts innately recognize the dangerous nature of Damage Immunities. lightning
the fey that resides nearby. Senses. darkvision 120 ft., passive Perception 11
Languages. Arak
Challenge. 4 (1,100 XP)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 7 (1d4 + 5) piercing damage and
the target must succeed on a DC 11 Constitution
save or become poisoned for 1 minute. While
poisoned in this way, the target is blinded.
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Shay
The shay are the troubadours of the arak, maintaining their Shay
history through songs and poetry. They are the most beautiful Medium fey (sidhe), neutral
of the arak, with pale features and amber eyes. They wear
silky, flowing clothes and spend their time composing new Armor Class. 18
ballads and enjoying the pleasures of arak high society. Hit Points. 71 (13d8 + 13)
Alongside the sith, the shay are the most powerful members Speed. 30 ft.
of the Erl Court.
Singers in the Trees. While in the Shadow Rift, the shay STR DEX CON INT WIS CHA
live in beautifully apportioned mansions of expertly carved
stone. When traveling abroad throughout the Domains of 11 (+0) 18 (+4) 13 (+1) 18 (+4) 16 (+3) 19 (+4)
Dread, they prefer to settle in the heart of copses of oak trees,
though they are not above insinuating themselves into the Saving Throws: Int +5, Wis +6, Cha +7
homes of wealthy nobles, posing as royalty to garner fine Skills. History +5, Perception +6, Performance +10
treatment. Their temporary abodes are always elegantly Damage Resistances. cold; bludgeoning, piercing,
furnished and well lit by numerous candles and will o wisps, and slashing damage from non-magical weapons
and are attended to by the numerous arakin that accompany Damage Immunities. fire, lightning
a traveling shay. Condition Immunities. charmed, frightened, petrified
Senses. darkvision 120 ft., passive Perception 16
Languages. Arak
Challenge. 7 (2,900 XP)
Actions
Multiattack. The shay makes two rapier attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 4) piercing damage
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Sith Fall From Grace. Once the sith were the most influential
arak under the fanatical leadership of Loht. However, when
The sith are the most unnervingly sinister of the arak. Tall, the Shadow Prince's actions lead to him nearly releasing
slender, and deathly pale, the sith could be mistaken for dead Gwydion and becoming crippled in the process, they lost
were it not for the purposeful grace of their movements and much of their control as the shadow fey fractured. Ever since
their haunting eyes. Possessed of a preoccupation with death Maeve reunited with her brother and helped to heal him, the
and magic, the sith are always attended to by numerous sith have begun to reclaim their influence, though they now
undead and other arcane creations such as flesh golems. share it with the shay. Some sith rankle at this perceived
demotion, but many recognize the value of the wisdom of
their lighthearted kin.
Grim Homes. The sith prefer solitude, and their homes
reflect this. In the Shadow Rift, sith homes are stark, grim
structures reminiscent of mausoleums. They are deathly
silent, the arakin that serve the sith being utterly quiet in the
fulfillment of their duties. While abroad, sith prefer to reside
in crypts and catacombs away from prying eyes.
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Sithkin
The sithkin are the wizards and seers of the arak. Their Powriekin
magical knowledge grants the arak a deeper understanding
of the spirit world, the future, and the strange workings of the Medium humanoid (any race), any alignment
universe. Common targets for sithkin include mages, Armor Class. 12
diviners, and necromancers. Hit Points. 27 (6d8)
Enhanced Traits. Proficiency in Intelligence (Arcana), Speed. 30 ft.
Wisdom (Insight).
Undead Resilience. The sithkin has resistance to necrotic
damage. STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+0) 14 (+2) 16 (+3)
Tegkin
The tegkin are the hunters, trackers, and cooks of the arak. Skills. Deception +7, Insight +4, Investigation +5,
They provide the arak with both fresh meat and quality food Perception +6, Persuasion +5, Sleight of Hand
and drink. Common targets for tegkin include butchers, +6, Stealth +6
chefs, hunters, and rangers. Senses. passive Perception 16
Enhanced Traits. Proficiency in Wisdom (Animal Languages. Arak and any two languages
Handling), Wisdom (Survival) and any of the following tools Challenge. 2 (450 XP)
and kits: brewer's supplies, cook's utensils.
Fox Shape. As an action, the tegkin can magically Arak Bound. The powriekin is charmed by all arak
polymorph into a fox or back into its true form. As a fox, it and cannot be charmed by any non-fey creature.
possesses the statistics of a jackal but retains its Intelligence,
Wisdom, Charisma, and arakin traits. Cunning Action, On each of its turns, the powriekin
can use a bonus action to take the Dash,
Sample Arakin Disengage, or Hide action.
The following arakin are made by applying the arakin Sneak Attack (1/Turn). The powriekin deals an extra
templates to a berserker and spy, respectively. 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 ft. of an ally of the powriekin
that isn’t incapacitated and the powriekin doesn’t
Muryankin have disadvantage on the attack roll.
Medium humanoid (any race), any chaotic
Shadow Stealth. While in dim light or darkness, the
alignment
powriekin's Stealth bonus is +12..
Armor Class. 13 (hide armor)
Hit Points. 67 (9d8 + 27) Actions
Speed. 30 ft. Multiattack. The powriekin makes two melee attacks
Shortsword. Melee Weapon Attack: +4 to hit, reach
STR DEX CON INT WIS CHA 5 ft., one creature. Hit: (1d6 + 2) piercing damage
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1) Shortbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one creature. Hit: (1d6 + 2) piercing
Senses. passive Perception 10 damage
Languages. Arak and
Challenge. 3 (700 XP)
Actions
Greataxe. Melee Weapon Attack: +7 to hit, reach 5
ft., one creature. Hit: 9 (1d12 + 3) slashing damage
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Aranea
Peculiar spiderfolk, aranea prefer to spend their time in Aranea
solitude, weaving their stories. Peaceful and reclusive by Medium humanoid (aranea, shapechanger), neutral
nature, aranea prefer to avoid conflict whenever possible. Armor Class. 13 (16 with mage armor)
Most content themselves with settling down in isolated Hit Points. 45 (7d8 + 14)
caverns and forests, where they weave nets to capture birds Speed. 30 ft, climb 30 ft
and bats for food and tapestries to tell their stories.
Shapeshifters. The aranea are a race of shapeshifters.
Each aranea is capable of transforming between a form of a STR DEX CON INT WIS CHA
spider, a single unique humanoid, or a hybrid between the 12 (+1) 16 (+3) 14 (+2) 15 (+2) 13 (+1) 14 (+2)
two. This enables them to easily blend in with humanoid
settlements. Some aranea utilize this ability to hunt Skills. Deception +4, Perception +3, Stealth +5
unsuspecting men and women, but most prefer to stick to Damage Resistances. bludgeoning, piercing, and
easier prey and only venture into civilization to trade their slashing damage from non-magical weapons
immaculate silks. Senses. passive Perception 13
Spider Queen. The aranea have no inherent loyalty to Languages. Common, Dwarvish, Gnomish, Sylvan
Lolth, though some do ally with her and her drow. Most Challenge. 4 (1,100 XP)
aranea prefer to not associate with the foul mistress of the
Demonweb Pits, acting according to their own whims. Some Spellcasting. The aranea is a 1st-level spellcaster. Its
aranea have taken to the worship of a spider demon, and spellcasting ability is Charisma (spell save DC 12,
none of these worshipers know that this is in fact an agent of +4 to hit with spell attacks). The aranea has the
Lolth herself posing as a demon. following sorcerer spells prepared:
cantrips: light, poison spray resistance
1st level (2 slots): mage armor, silent image
Spider Climb. The aranea can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Web Sense. While in contact with a web, the aranea
knows the exact location of any other creature in
contact with the same web.
Web Walker. The aranea ignores movement
restrictions caused by webbing.
Actions
Multiattack. The aranea makes two weapon attacks.
Bite (Spider or hybrid form only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one creature. Hit: 7
(1d8 +3) piercing damage plus 7 (3d4) poison
damage. The target must succeed on a DC
Constitution saving throw or become poisoned for
1 minute.
Web (Recharge 3-4) (Spider or hybrid form only).
Ranged Weapon Attack: +5 to hit, 30/60 ft. one
creature. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a
success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, poison, and
psychic damage).
Shapechange. The aranea changes into one of three
forms: a spider form, a single humanoid form
unique to it, or a spider-humanoid hybrid. Its
statistics are the same in each form.
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Asherati Asrai
The rare folk of the dunes, the asherati are a mystery even to The men who sail the great river don't like the nights when
the other fey, reclusive and shy. Little is known about them, the moon is bright and clear in the sky and the water is a
only that they live in cities built beneath the shifting desert calm mirror. Too many good men vanish on nights like that.
sands and that they can swim through the dunes like merfolk One grizzled old captain has seen it with his own eyes: a man
swim through the ocean. Those who have seen the asherati becoming entranced with glimmering lights reflected from
report that they are human-like, with rust red skin that glows the water and plunging overboard. The men who sail the
in the dark. They are known to come above the surface of the great river don't look at the water when the moon is bright for
desert on nights of a new moon, and many a member of a fear that they might never look away.
caravan has been lured away into the dark desert by the Water Babies. When a child drowns, their spirit may
sounds of music and merriment from beyond the dunes. linger on, transforming into a tiny egg which eventually
Some have even returned to tell tales of beautifully glowing hatches into an asrai. The asrai are tiny, childlike fey, hardly
bodies dancing freely in the dark, only to dive under the larger than frogs. They gather together in groups, giggling
ground when approached. These are often seen as bad and playing without a care in the world, childhood eternal.
omens, as the asherati do not like to be found and may follow Children of the Shady Pools. The asrai are born in
a caravan to enact their retribution. summer shadows, and in the shade they must forever remain,
bound to the waters that birthed them. Sunlight is a terrible
foe for the asrai, cruelly boiling away their flesh. They remain
Asherati hidden under rocks and leaves during the day, venturing out
to play at night. If removed from the water, an asrai melts
Medium fey, neutral away like ice.
Armor Class. 12
Hit Points. 32 (5d8 + 10)
Speed. 30 ft., burrow 30 ft. (sand only) Asrai
Tiny fey, chaotic neutral
STR DEX CON INT WIS CHA
Armor Class. 13
13 (+1) 14 (+2) 15 (+2) 8 (-1) 11 (+0) 9 (-1) Hit Points. 2 (1d4)
Speed. 5 ft, swim 30 ft.
Skills. Perception + 2
Senses. tremorsense 60 ft., passive Perception 12
Languages. Sylvan, Terran STR DEX CON INT WIS CHA
Challenge. ¼ (50 XP) 1 (-5) 17 (+3) 10 (+0) 9 (-1) 11 (+0) 12 (+1)
Variable Illumination. The asherati sheds bright light Damage Resistances. cold
in a 5 to 20-foot radius and dim light for an Damage Vulnerabilities radiant
additional number of feet equal to the chosen Senses. darkvision 60 ft., passive Perception 10
radius. The asherati can alter the radius or stop Languages. Aquan, Sylvan
producing light entirely as a bonus action. Challenge. 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 1 piercing damage
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Swarm of Asrai If the charmed target is more than 5 ft. away from the
swarm, it must move toward the swarm by the most
Medium swarm of Tiny fey, chaotic neutral
direct route. It doesn't avoid opportunity attacks and
Armor Class. 14 must succeed on a DC 10 Perception check in order to
Hit Points. 49 (9d8 + 9) notice hazardous terrain, at which point it can repeat
Speed. 5 ft., swim 30 ft. the saving throw. A creature can also repeat the saving
throw at the end of each of its turns. If a creature's
saving throw is successful, the effect ends on it. A
STR DEX CON INT WIS CHA target that successfully saves is immune to this
swarm's dance for the next 24 hours.
10 (+0) 18 (+4) 13 (+1) 9 (-1) 11 (+0) 13 (+1)
The target can avert its eyes and avoid making the
Saving Throws: Dex +6 initial saving throw. Until the start of its next turn, a
Damage Resistances. cold; bludgeoning, piercing, and creature that averts its eyes has disadvantage on attack
slashing damage rolls against the swarm.
Damage Vulnerabilities radiant Magic Resistance. The swarm has advantage on saving
Condition Immunities. grappled, prone, restrained throws against spells and other magical effects.
Senses. darkvision 60 ft., passive Perception 10
Languages. Aquan, Sylvan Sun and Air Susceptibility. Whenever the swarm starts
Challenge. 4 (1,100 XP) its turn in an area of bright sunlight or outside of water,
it takes 5 necrotic damage.
Water Breathing. The swarm can breathe only Swarm. The swarm can occupy another creature's space
underwater. and vice versa, and the swarm can move through any
opening large enough for a Tiny asrai. The swarm can't
Dance of the Water Babies. When a creature starts its regain hit points or gain Temporary Hit Points.
turn within 30 feet of the swarm and is able to see the
swarm, it must make a DC 11 Wisdom saving throw. Actions
On a failure, the creature becomes charmed by the
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
swarm. While charmed in this way, the creature is
creature in the swarm's space. Hit: 14 (4d6) piercing
incapacitated, has disadvantage on Wisdom
damage, or 7 (2d6) piercing damage if the swarm has
(Perception) checks to perceive anything but the
half of its hit points or fewer.
swarm, and feels compelled to join the swarm to play
with it.
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Guardians of the White Silk. Baku are tireless foes of
Baku creatures that plague the nightmares of mortals, hunting
Known in scholarly circles as shirokinukatsukami, the baku down night hags, succubi, joystealers, evil ghosts, and other
are rare, kind-hearted beings from the well ordered paradise beings of wickedness. They are among the most feared
of Arcadia. Though they appear bizarre, they are devoted celestials by the beings of the Lower Planes, as they can
guardians of the innocent, especially children. They possess a consume the wicked essence of the fiends and undead that
thick, horse-like body help upright on the legs of a tiger and the slay and purify it, utterly destroying them. They are
bearing two ape-like arms. Kind, twinkling eyes peer out from honorable foes, even to demons and wraiths, and always offer
a lion's face, complete with a thick mane, set above an the foes that they face a chance to surrender, though they give
elephant's prehensile trunk and ivory tusks. no quarter if their offer is refused. Even when not fighting, the
baku seeks to bring peace to sleepers by consuming
nightmares that plague them.
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Banshrae Banshrae
Banshrae are cruel fey with strange, insectoid features and a Medium fey (sidhe, vermin), chaotic evil
penchant for music. Though they lack mouths, they are able
to play beguiling tunes on the magical flutes that they Armor Class. 19
conjure, flutes which also double as deadly blowdarts. They Hit Points. 67 (9d8 + 27)
roam the Feywild in search of victims, luring in the Speed. 30 ft.
unsuspecting with their lovely music.
Cursed for Eternity. It is said that the banshrae once
possessed mouths, and that their clever wordplay and deft STR DEX CON INT WIS CHA
deceptions were the envy of all within the Feywild. However, 12 (+1) 18 (+4) 17 (+3) 14 (+2) 15 (+2) 20 (+5)
when one impertinent banshrae displeased Queen Titania
with an inadequately veiled insult, she cursed their entire Saving Throws: Dex +7
race to be without mouths for all all time. Skills. Perception +5, Performance +8, Stealth +7
Traitors. Betrayal and cunning is in the very nature of a Senses. darkvision 60 ft., passive Perception 15
banshrae. Though their musical talents are highly sought Languages. understands Sylvan but cannot speak
after by fey lords, they are always kept at arm's reach, as a Challenge. 6 (2,300 XP)
banshrae cannot help but backstab those to whom it is loyal.
Curse (1/Day). The banshrae's innate spellcasting
ability is Charisma (spell save DC 16). It can
innately cast bestow curse, requiring only somatic
components.
Wasp Dart (1/Day). When the banshrae hits a
creature with its blowdart, it can cause a swarm of
wasps to burrow out of the target's flesh, dealing 7
(2d6) piercing damage in the process. The swarm
of wasps appears in the target's space, is loyal to
the banshrae, acts on the banshrae's turn, and
remains for 1 minute.
Nimble Escape. The banshrae can take the
Disengage or Hide action as a bonus action on
each of its turns.
Unearthly Grace. The AC of the banshrae includes
his Charisma bonus.
Actions
Multiattack. The banshrae can start playing, continue
playing, or change its Flutesong. It can then make
one blowdart attack.
Blowdart. Ranged Weapon Attack: +8 to hit, range
25/100 ft., one creature. Hit: 6 piercing damage
plus 7 (2d6) lightning damage.
Flutesong. Each creature within 120 feet of the
banshrae and aware of it must succeed on a DC 16
Wisdom saving throw or affected with one of the
following effects for 1 minute or until the song
ends:
Dread Dirge. The creature is frightened for the
duration.
Gibbering Sing-Along. The creature is forced to
blather along meaninglessly with the song. An
affected creature cannot cast spells with verbal
components and automatically fails Dexterity
(Stealth) checks.
Traveler's Tune. The affected creature must move
at least 20 feet in a straight line on its turn.
A creature can repeat the saving throw at the end
of each of its turns, ending the effect on a success.
If a creature's saving throw is successful or the
effect ends for it, the creature is immune to the
banshrae's Flutesong for the next 24 hours.
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Beastwraith Deerwraith
A beastwraith is born from the countless corpses of beasts There are many legends of the magnificent white hart, which
slaughtered without purpose and left to rot, typically as a hunters yearn to chase and catch. No living hunter, though,
result of over hunting or wanton deforestation. Appearing as could mistake the deerwraith for this legendary quarry. The
stark white versions of the beasts that they embody, these palpable aura of wrongness that surrounds a deerwraith
agents of nature's rage relentlessly hunt their quarry, seeking causes all who approach it to be consumed by fear, and their
vengeance on those responsible for their plight, filling the teeth are bared is a fierce, bloody snarl.
hearts of those that hear them with primal fear.
Vengeance of Nature. Despite being undead, a
beastwraith is a part of the natural world, albeit a wretched Deerwraith
and miserable part of it. As such, they will obey the orders of Medium undead, neutral evil
other fey, so long as those orders are given to them by a fey
with bitterness in their heart. Though beasts fear them, a Armor Class. 13
beastwraith will not not kill an animal. However, animals are Hit Points. 4 (1d8)
driven to acts of wild violence near a beastwraith. Speed. 50 ft.
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Ratwraith
Rats are the bane of civilization. They breed rapidly, they Swarm of Ratwraiths
chew through walls, and they befoul food. As such, people pay Medium swarm of Tiny undead (rat), neutral evil
good money to rid themselves of these pests. However,
sometimes the natural world sides with the rats, and they Armor Class. 10
return to seek their vengeance. Hit Points. 24 (7d8 - 7)
Speed. 30 ft
Whalewraith
Whales are highly sought after, and as such there are many STR DEX CON INT WIS CHA
who hunt them for a living. A whalewraith is born when an 9 (-1) 11 (+0) 9 (-1) 7 (-2) 10 (+0) 5 (-3)
entire pod of whales is decimated by over-hunting, and the
ocean cries out for retribution. Whalewraiths will often ally Damage Resistances. bludgeoning, piercing, and
themselves with darfellan ocean striders slashing damage from magical weapons
Damage Immunities. bludgeoning, piercing, and
Wolfwraith slashing damage from non-magical weapons that
aren't silvered
Wolves are, for the most part, peaceful hunters. They rarely Condition Immunities. charmed, exhaustion,
venture into humanoid controlled lands unless compelled by frightened, grappled, paralyzed, petrified,
starvation. This leads to conflict when the wolves begin to poisoned, prone, restrained
hunt cattle, sheep, and even people. When wolves are hunted Senses. darkvision 120 ft., passive Perception
and slaughtered for the sake of vengeance, they may return Languages. understands Sylvan but cannot speak
as a ravenous pack of undead spirits with doom on their Challenge. 2 (450 XP)
howls.
Aura of Savagery. When a creature that isn't an
undead or construct first moves within 30 feet of
the beastwraith or starts its turn there, it must
make a DC 12 Wisdom saving throw or become
frightened for 1 minute. Beasts have disadvantage
on this saving throw, and while frightened in this
way a beast attacks the creature closest to it. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If
a creature's saving throw is successful or the effect
ends for it, the creature is immune to the
beastwraith's Aura of Savagery for the next 24
hours.
Consume Life. As a bonus action, the swarm can
target one creature it can see within 5 feet of it that
has 0 hit points and is still alive. The target must
succeed on a DC 12 Constitution saving throw
against this magic or die. If the target dies, the
swarm regains 10 (3d6) hit points. Any beasts
killed by this effect gain the beastwraith template
and rise on initiative count 20 of the next round.
Incorporeal Movement. The swarm can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm Traits. The swarm can occupy another
creature's space and vice versa, and the swarm can
move through any opening large enough for a Tiny
rat.
Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft.,
one target in the swarm's space. Hit: 7 (2d6)
necrotic damage, or 3 (1d6) necrotic damage if the
swarm has half of its hit points or fewer.
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Whalewraith Wolfwraith
Huge undead, neutral evil Large undead (canine), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 5 (-3) 17 (+3) 15 (+2) 15 (+2) 7 (-2) 12 (+1) 5 (-3)
Aura of Savagery. When a creature that isn't an Aura of Savagery. When a creature that isn't an
undead or construct first moves within 30 feet of undead or construct first moves within 30 feet of
the beastwraith or starts its turn there, it must the beastwraith or starts its turn there, it must
make a DC 12 Wisdom saving throw or become make a DC 12 Wisdom saving throw or become
frightened for 1 minute. Beasts have disadvantage frightened for 1 minute. Beasts have disadvantage
on this saving throw, and while frightened in this on this saving throw, and while frightened in this
way a beast attacks the creature closest to it. A way a beast attacks the creature closest to it. A
creature can repeat the saving throw at the end of creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If each of its turns, ending the effect on a success. If
a creature's saving throw is successful or the effect a creature's saving throw is successful or the effect
ends for it, the creature is immune to the ends for it, the creature is immune to the
beastwraith's Aura of Savagery for the next 24 beastwraith's Aura of Savagery for the next 24
hours. hours.
Consume Life. As a bonus action, the beastwraith Consume Life. As a bonus action, the beastwraith
can target one creature it can see within 5 feet of it can target one creature it can see within 5 feet of it
that has 0 hit points and is still alive. The target that has 0 hit points and is still alive. The target
must succeed on a DC 12 Constitution saving must succeed on a DC 12 Constitution saving
throw against this magic or die. If the target dies, throw against this magic or die. If the target dies,
the beastwraith regains 10 (3d6) hit points. Any the beastwraith regains 10 (3d6) hit points. A beast
beasts killed by this effect gain the beastwraith killed by this effect gains the beastwraith template
template and rise on initiative count 20 next round. and rises on initiative count 20 of the next round.
Echolocation. The beastwraith can't use its Incorporeal Movement. The beastwraith can move
blindsight while deafened. through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
Incorporeal Movement. The beastwraith can move
ends its turn inside an object
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it Keen Hearing and Smell. The beastwraith has
ends its turn inside an object advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Keen Hearing. The beastwraith has advantage on
Wisdom (Perception) checks that rely on hearing. Pack Tactics. The beastwraith has advantage on an
attack roll against a creature if at least one of the
Actions beastwraith's allies is within 5 ft. of the creature
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., and the ally isn't incapacitated.
one creature. Hit: 21 (5d6 + 4) necrotic damage
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 + 3) necrotic damage. If
the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
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Boglin
There's always a torch burning near the edge of the swamp. Boglin
No one likes to talk about why. The disappearances were one Small fey (animus, goblin), lawful evil
thing. A few good men and women vanish while traveling. Armor Class. 15 (natural armor)
Such is life. That all changed, though, when one of them Hit Points. 88 (16d6 + 32)
came back raving about goblin sorcerers, so riddled with Speed. 30 ft., swim 30 ft., burrow 30 ft.
disease he could barely stand. He died and was buried in
accordance with elvish custom. It would have ended there,
but his mourning wife found the grave dug open and a trail STR DEX CON INT WIS CHA
leading towards the swamp a week later. That's when they 11 (+0) 18 (+4) 15 (+2) 12 (+1) 15 (+2) 12 (+1)
started putting the torch at the edge of the swamp.
Goblins of Mud. Once a tribe of goblins was chased into a Saving Throws: Int +4, Wis +5, Cha +4
swamp by a tribe of elves, where the unfortunate wretches Skills. Perception +5, Sleight of Hand +4, Stealth +7
eventually became lost. Bewildered by the twisting turns and Damage Resistances. bludgeoning, piercing, and
impossible mud, they were utterly confounded and doomed to slashing damage from non-magical weapons
die, They prayed to Khurgorbaeyag and Maglubiyet, but their Damage Immunities. poison
cruel gods have no space in their hearts for mercy. However, Condition Immunities. poisoned
their prayers were heard by Baba Yaga, who took mercy on Senses. darkvision 60 ft., passive Perception 15
the pathetic creatures. She gave them a gift, granting them Languages. Goblin, Sylvan
the power and cunning to thrive in the swamp. However, as Challenge. 5 (1,800 XP)
with all hag gifts, there was a catch.
Price to Pay. When granted the power to survive in the Amphibious. The boglin can breathe both air and
swamps, the boglins were ensnared in Baba Yaga's cruel joke. water, including fetid water and mud.
A boglin is bound by a rigid set of rules and guidelines by
which it must live its life. These rules vary from tribe to tribe: Aura of Stagnation. Any non-magical liquids
contained within flasks, barrels, and the like that
some tribes may be forbidden from eating fish, while others remain within 30 feet of a boglin for 1 minute
must give the right of way if a snail crosses their path. become fouled and nonpotable.
However, many rules are consistent throughout all boglin
society: Code of Law. The boglin must obey the boglin laws.
Should the boglin break one of the boglin laws, it
Boglins may not walk on a path or road made by immediately transforms into a regular goblin.
humanoids. Goblinoid. The boglin is physically indistinguishable
A boglin must obey, to the letter, any order given to it by a from a goblin.
hag, so long as that order does not violate the other rules
that boglins must abide by. Actions
A boglin may not wield flame. Multiattack. The boglin makes two claw attacks.
Any failure to adhere to these rules will lead to boglin Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
immediately losing its powers, becoming a mundane goblin one creature. Hit: 7 (1d6 + 4) slashing damage and
that is relentlessly pursued by its kin. the target must make a DC 12 Constitution saving
Foul and Wretched. Contrary to popular belief, goblins are throw or contract Sewer Plague (pg 257 Dungeon
actually quite fastidious about cleanliness. However, boglins Master's Guide). If an elf dies of this disease, its
are another story. They have fully embraced the foulness of corpse transforms into a new boglin over the
their swamp homes. They smear their bodies with mud and course of 2d6 days.
animal guts, and they fill their realms with stinging insects, Shortbow. Ranged Weapon Attack: +7 to hit, range
foul fungi, and toxic molds. Being immune to poison and 80/320 ft., one creature. Hit: 7 (1d6 + 4) piercing
disease, they are freed from worrying about hygeine. damage
Boglins carry Sewer Plague on their claws, and the disease
permeates their home waters. All creatures are vulnerable to Sink (Recharge 5-6). Each creature of the boglin's
this foul disease, but should an elf or half-elf die as a result it, choice that is within 60 feet of the boglin, is on
they suffer a most gruesome fate. Its body undergoes a mud or in water, and is not on a path must succeed
on a DC 12 Wisdom saving throw or be dragged 5
hideous transformation, slowly pickling and shriveling over feet below the surface of the mud or water by a
the course of several days until it becomes a new boglin with spectral force for 1 hour. A creature can repeat the
full knowledge of its tribe's rules. saving throw at the end of each of its turns, ending
the effect on a success. Alternatively, the target can
use an action to make a DC 15 Athletics check,
consuming 30 feet of movement to push itself to
the surface and ending the effect on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the boglin's
Sink for the next 24 hours.
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Camelopardel
Feytouched beasts that resemble a cross between a giraffe Camelopardel
and a panther, camelopardels are kind-hearted creatures that Large monstrosity, neutral good
shelter those weakened by the cruelties of the waste and can Armor Class. 12 (natural armor)
navigate even in the midst of raging sandstorms. Hit Points. 110 (13d10 + 39)
Endurance. Camelopardels wander the harsh deserts of Speed. 50 ft
the world, never growing thirsty even in the most arid of
climates. Should they encounter a creature dying of thirst,
they touch it with their tongue, imbuing its body with water STR DEX CON INT WIS CHA
once again. As such, finding a camelopardel is considered to 16 (+3) 10 (+0) 16 (+3) 6 (-2) 14 (+2) 12 (+1)
be an incredibly good omen. However, they are flighty and
free spirited, and as such are difficult to coax into remaining Damage Resistances. necrotic
with an unfamiliar group. Should a camelopardel be Senses. blindsight 30 ft., passive Perception 12
mistreated, it will kick up a small sandstorm and escape its Languages. understands Sylvan but cannot speak
abusers. Challenge. 3 (700 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 10 (2d6 + 3) bludgeoning
damage
Hydrate (1/Day). The camelopardel touches a willing
or unconscious creature within 5 feet of it with its
tongue. The target has its water requirements
satisfied for the next 24 hours.
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Corrupture
There are those who believe that they've been as low as life Corrupture
can lay them. Who say that they've been to the bottom of the Huge ooze, unaligned
bitter well of despair and looked up and seen the light. These Armor Class. 7
people are wrong, for there is no bottom to the well of Hit Points. 187 (15d12 + 90)
despair. A corrupture is proof of this. A massive, heaving pile Speed. 20 ft., climb 20 ft., swim 20 ft.
of liquid flesh and sorrow, a corrupture is a living
manifestation of bitterest despair and spite.
Despairing Flesh. The lords of the fey are beings of fancy, STR DEX CON INT WIS CHA
or joy and nature and the strange whims of dreams. However, 20 (+5) 5 (-3) 23 (+6) 1 (-5) 9 (-1) 1 (-5)
they are not immune to sorrow, and when a fey lord is struck
by a terrible tragedy the subsequent misery warps their very Damage Immunities. acid, psychic
essence. Bitterness and misery grows in their heart, Condition Immunities. blinded, charmed, deafened,
consuming their joy until they desire to inflict their sorrow on exhaustion, frightened, prone
all others. In blackest despair, a fey lord may lay a curse upon Senses. blindsight 60 ft. (blind beyond this radius)
themself, transforming into a horrific abomination of oozing passive Perception 9
flesh and sizzling acid, dooming their kingdom to the wrath of Languages. --
the corrupture. Challenge. 9 (5,000 XP)
Bitter Hunger. A corrupture hungers eternally for meat
and foliage, and the wilderness that it emerges from is Amorphous. The corrupture can move through a
doomed to fall to its unholy predations. This massive pile of space as narrow as 1 inch wide without squeezing
pulsing, semi-liquid flesh trudges endlessly onward, enacting
the curse of its birth upon the once beautiful wilderness. Acidic Body. A creature that touches the corrupture
More terrible than its own hunger, though, is its ability to or hits it with a melee sttack while within 5 ft. of it
strike those around it with the same despair of living that led takes 5 (1d10) acid damage
to its creation, impelling them to throw themselves into its Spider Climb. The corrupture can climb difficult
oozing embrace. surfaces, including upside down on ceilings,
Ooze Nature. A corrupture doesn't require sleep. without needing to make an ability check
Actions
Multiattack. The corrupture makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 21 (3d10 + 5) bludgeoning
damage plus 13 (3d8) acid damage and the target
is grappled by the corrupture (escape DC 17). A
creature takes 5 (1d10) acid damage at the
beginning of each turn it starts grappled by the
corrupture.
Despair of Life . All creatures within 60 feet of the
corrupture and aware of it must succeed on a DC
18 Wisdom saving throw or become charmed by
the corrupture for 1 minute (fey automatically fail
this saving throw). A creature charmed in this way
is incapacitated by grief, has disadvantage on death
saving throws, and must use its turn to move
towards the corrupture via the most direct route
possible. The creature can repeat the saving throw
at the end of each of its turns, ending the effect on
a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to
the corrupture's Despair of Life for the next 24
hours.
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Darfellan
Darfellans are wild, ocean loving humanoids who roam cold Darfellan Warrior
seas in small family tribes, allying with orca whale pods. Medium humanoid (darfellan), chaotic neutral
They are bulky and muscular but sleek, with a layer of Armor Class. 15
blubber to insulate them against the cold water. Their smooth Hit Points. 85 (10d8 + 40)
skin is decked in a stark pattern of black and white that Speed. 25 ft., swim 50 ft.
mirrors that of the orcas they swim alongside.
Oceanic Speakers. Darfellan are intimately aquainted
with the natural world, communing with the spirits of the sea STR DEX CON INT WIS CHA
and sky as part of their daily observances. Their close ties to 17 (+3) 13 (+1) 18 (+4) 11 (+0) 13 (+1) 9 (-1)
nature often put them in conflict with the other races of the
world, whose expansionist impulses they occasionally stymie Saving Throws: Str +5, Con +5
by sinking a ship. Skills. Athletics +5, Nature +2, Perception +3,
Survival +3
Darfellan Traits Senses. blindsight 30 ft. (underwater only), passive
Your darfellan heritage grants you a number of traits that Perception
make you ideally adapted for aquatic life. Languages. Aquan, Darfellan
Ability Score Increase Your Strength score increases by 2 Challenge. 3 (700 XP)
and your Constitution score increases by 1.
Age. A darfellan ages at about the same rate as elves. Echolocation. The darfellan cannot use its blindsight
Alignment. Darfellans live in small family groups and when deafened or outside of water.
tribes. They tend towards chaotic.
Size. Darfellans are large and well muscled, with a layer of Hold Breath. The darfellan can hold its breath for up
fat for insulation, but still sleek and hydrodyamic. They tend to 30 minutes at a time.
to stand well over 6 feet tall and average at least 250 pounds. Reckless. At the start of its turn, the darfellan can
Your size is Medium. gain advantage on all melee weapon attack rolls
Speed. Your base walking speed is 25 feet, being that you during that turn, but attack rolls against it have
are not adapted to walking on land, and you have a base advantage until the start of its next turn
swimming speed of 50 feet Unarmored Defense. The darfellan's AC includes its
Hold Breath. You can hold your breath for up to 30 Charisma modifier when it isn't wearing armor.
minutes at a time.
Echolocation. While underwater, you have blindsight out Actions
to a radius of 30 feet. You can get vague images of anything Trident. Melee Weapon Attack: +5 to hit, reach 5 ft.,
beyond that range, but only things within 30 feet are defined one creature. Hit: 6 (1d6 + 3) piercing damage, or
enough for you to make out well. This trait does not function 7 (1d8 + 3) piercing damage is used with two
if you are deafened. hands
Languages. You can speak Aquan, Common, and
Darfellan. The native language of the darfellan people is a
sonorous one, similar to Aquan and sounding like whalesong.
It has no written form, and being that you are from the ocean
you cannot read much more than the basics of any given
language.
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Ocean Strider
Exceptional darfellans that prove themselves to be worthy Ocean Strider
defenders of their oceanic realms are blessed by the spirit of Huge fey (animus, darfellan), chaotic neutral
the ocean and transformed into ocean striders, titanic beings
who effortlessly wield the power of the sea and protect it Armor Class. 19 (natural armor)
from defacement. Separated from their tribes by duty, an Hit Points. 287 (23d12 + 138)
ocean strider is a lonely being, yearning for the family it left Speed. 50 ft., swim 60 ft.
behind to defend.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 22 (+6) 12 (+1) 13 (+1) 16 (+3)
Actions
Trident. Melee Weapon Attack: +10 to hit, reach 5
ft., one creature. Hit: 14 (3d6 + 4) piercing damage
or 17 (3d8 + 4) piercing damage if wielded with
two hands, plus 10 (3d6) cold damage
Frightful Presence. Each creature of the ocean
strider's choice that is within 120 feet of the ocean
strider and aware of it must succeed on a DC 14
Wisdom saving throw or become frightened for 1
minute. A creature can repeat its saving throw at
the end of its turns, ending the effect on a success.
If a creature's saving throw is successful or the
effect ends for it, the creature is immune to the
ocean strider's Frightful Presence for the next 24
hours.
Legendary Actions
The ocean strider can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
ocean strider regains spent legendary actions at the
start of its turn.
Attack. The ocean strider makes one trident attack.
Call the Wave. The ocean strider casts control water
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Deadwood Revenant
Dryads are spirits of the beauty of forests and nature. Bound Deadwood Revenant
to a single tree, they delight in all the fair and lovely things of Medium fey (animus), neutral evil
the natural world, toying with the hearts of mortals as they Armor Class. 14
please. However, when a dryad's tree is destroyed, she looses Hit Points. 75 (10d8 + 30)
a piece of her soul. The bitterness and emptiness can hollow Speed. 30 ft.
her out, filling her with a burning hatred of those who would
dare to besmirch her realm. Thusly is a deadwood revenant
born, a living embodiment of the curse of nature wronged. STR DEX CON INT WIS CHA
Curse of the Blighted. The rage and sorrow of a 10 (+0) 19 (+4) 16 (+3) 14 (+2) 15 (+2) 18 (+4)
deadwood revenant lives within her as an actual dark flame,
which continually consumes her from the inside. Where once Saving Throws: Dex +7, Wis +5, Cha +7
she was fair and lovely, now she is cracked and scorched, the Skills. Perception +5, Stealth +7
heat of the flames within her streaking her once supple flesh Damage Immunities. poison, necrotic; bludgeoning,
with soot. Her fingers crackle and smolder, and she can piercing, and slashing damage from non-magical
throw the flames of her sorrow as terrible weapons. The weapons
flames inside her are a living curse, infusing her like a Condition Immunities. exhaustion, grappled,
terrible heartbeat, and she can levy this curse against any she paralyzed, petrified, poisoned, restrained,
so chooses, inflicting them with a blight that can never be unconscious
washed away. Senses. darkvision 120 ft., passive Perception 15
Sorrow of the Fey. A deadwood revenant carries with her Languages. Common, Elvish, Sylvan
a palpable atmosphere of bitterness and rage. The flames of Challenge. 6 (2,300 XP)
her rage have not only burnt away her loveliness but also
much of the powers she once wielded. No longer able to step Blighted Soul. Detect evil and good, commune with
through the trees or speak to the beasts, the deadwood nature, and other similar spells and effects identify
revenant is alone in the world. Not even the other fey will the deadwood revenant as undead. The deadwood
truly accept her back into their fold, her curse making her revenant also benefits from desecrated ground and
poor company. As such, these mournful fey wander the world, is treated by antilife shell as if it was an undead
creature.
free from all bonds, indiscriminately wreaking vengeance on
the world. Consuming Flames. When the deadwood revenant
dies, its body ignites with black flame, dealing 5
(1d10) fire damage to any creature within 5 feet of
it when it first ignites. The flames consume its body
within 1 minute.
Innate Spellcasting. The deadwood revenant's innate
spellcasting ability is Charisma (spell save DC 15,
+7 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
At will: bestow curse, entangle
3/day each: charm person, suggestion
Magic Resistance. The deadwood revenant has
advantage on saving throws against spells and other
magical effects.
Actions
Multiattack. The deadwood revenant makes two
darkfire attacks.
Darkfire. Ranged Spell Attack: +7 to hit, range 60 ft.,
one creature. Hit: 7 (1d6 + 4) fire damage plus
(2d8) necrotic damage
True Curse (3/Day). One creature currently under
the effects of a bestow curse spell cast by the
deadwood revenant must make a DC 18 Wisdom
saving throw. On a failure, the spell becomes
permanent and cannot be removed except with a
wish spell, divine intervention, or the death of the
deadwood revenant.
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Disfigured Thralls
Demons The creatures controlled by a otsheentou are readily
Demons are creatures of corruption and death. They crave identifiable by the hideous malformations that the foul
the destruction of all things pure and good. Boiling out of the demons inflict on their bodies. If you wish, you can use the
Abyss like pus from a sore, these horrific monsters even have following malformations to make creatures possessed by an
a foothold within the Feywild itself. otsheentou readily identifiable.
Thrall Disfigurements
Otsheentou d6 Transformation Effect
Otsheentou are demons born from the rotting dreams of a 1 Hideous Limbs The creature's body sprouts a variety of
dead god of nature. They are hateful, incorporeal demonic vines, branches, and vestigial animal
spirits that seek to corrupt and destroy nature. Though limbs.
invisible, if seen with see invisibility a otsheentou appears to
be a massive tangle of spectral bramble vines, each 2 Tumors The creature's flesh becomes swollen
with misshapen tumors that drips with
terminating with a vicious mouth. Though powerful, their blood, pus, and rancid sap.
abilities are limited without a physical host. Therefore, they
will possess other creatures. 3 Drool The creature drools a thick, black slime
False Groves. A otsheentou is always searching for new and oozes it from open sores and
damaged limbs.
victims, preferring to work from a distance while safely
ensconced in a dead or dying tree, disguising the blasted 4 Stench The foul stench of decay surrounds the
grove with magic to look fair and inviting to unsuspecting creature.
victims and populating it with charmed fey and beasts. Those 5 Vermin Flies, centipedes, and other foul
that wander into these lovely places become the victims of vermin breed in the creature's flesh,
the otsheentou's sadistic pleasures. The lucky ones are spilling out when the creature takes
merely ripped apart. The unfortunate ones are possessed, damage and crawling across its body.
becoming unwilling. vessels for the demon's corruptive power. 6 Decay The creature's flesh begins to rot or
A otsheentou may even use its grove to start a cult of evil shrivel. Creatures with fur suffer from
druids. mange, while plants discolor and lose
An otsheentou loose in the Material Plane is a terrible leaves.
blight on the land. It roams through deep forests, ensnaring
innocent fey, entangling them in the myriad of spectral vines
that extend from their tangled bodies and enslaving them to
their will.
Possessors. A otsheentou is most effective when acting
through ensnare beasts and fey with their spectral tendrils,
sinking their hateful thorns into the very souls of their
victims. These unfortunate beings become the vessels
through which the otsheentou enacts its cruelty upon the
natural world. Unable to stop the wretched sins committed
around them, these wretched creatures can only watch as the
natural world is torn asunder. Creatures possessed by a
otsheentou can be identified by the hideous mutations the
demon inflicts on them and the invisible vines that extend
from the victim, which always lead directly to the otsheentou
itself. However
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Wendigo
The northern tundras are a harsh realm, where only the Wendigo
strong survive and death is a constant companion. In such Medium fey (demon), chaotic evil
places, desperation can push a person to do anything to
survive. The wendigo is the natural expression of this, a living Armor Class. 13
embodiment of desperation, loneliness, and cannibalism. Hit Points. 75 (10d8 + 30)
When a humanoid consumes the flesh of another humanoid, Speed. fly 120 ft. (hover)
they open themselves up to a foul, demonic hunger which
slowly consumes them until they descend into madness, STR DEX CON INT WIS CHA
feeding on their kin. Unnaturally fast and bloodthirsty, the
lonesome howls of these wind spirits fill the hearts of those 18 (+4) 16 (+3) 17 (+3) 8 (-1) 13 (+1) 14 (+2)
who hear them with dread.
Spawn of Yeenoghu. Once long ago, Yeenoghu, the demon Skills. Perception +4
lord of carnage, escaped the Abyss to roam the winter of the Damage Resistances. lightning, fire; bludgeoning,
Feywild, where he slayed eladrin by the hundreds. Though he piercing, and slashing damage from non-magical
was soon banished, his evil lingered in the cold air. With their weapons
winter food stores devoured or fouled, many more eladrin Damage Immunities. cold, poison
starved. They were the lucky ones. Those that succumbed to Condition Immunities. frightened, poisoned, prone
Senses. darkvision 120 ft., passive Perception 14
their terrible hunger underwent a hideous transformation, Languages. telepathy 60 ft
infected by the demonic curse left by Yeenoghu, becoming the Challenge. 7 (2,900 XP)
first wendigos. Now Yeenoghu is served by many of his foul
creations, and many more linger still in the world, carrying Blood Frenzy. The wendigo has advantage on melee
their hunger through the long night. attack rolls against any creature that doesn't have
Wind walkers. A wendigo spends most of its existence in all its hit points
the empty skies of its arctic home, invisible and incorporeal,
turning solid only to feed on its victims. The appearance of a Ravenous Bite. The wendigo scores a critical hit on a
wendigo is always horrific, with patchy, matted fur, gnarled natural roll of 19-20 with its bite.
antlers, twisted claws for hands, dripping mouths full of Regeneration. The wendigo regains 10 hit points at
uneven teeth, and charred, bloody stumps where their feet the start of its turn. If it takes fire damage, this trait
should be. doesn't function at the start of its next turn. The
Stalk. The wendigo may select a humanoid. It will then wendigo dies only if it starts its turn with 0 hit
follow its target for days or even weeks, dogging their every points and doesn't regenerate
step. It is unclear why wendigos do this, but it may have Windwalk. As a bonus action, the wendigo can
something to do with the part of their being that was once begin or stop windwalking. While windwalking, the
mortal yearning for their mortality again. While being stalked wendigo is invisible, is immune to all non-magical
by a wendigo, a creature will periodically catch glimpses of damage, is ephemeral and can't carry anything, can
the wendigo in their peripheral vision. occupy another creature's space, and is
The wendigo's presence is unnerving, creating fear and incapacitated.
paranoia which persists until the wendigo stops pursuing A creature being stalked by a windwalking wendigo
them. Though unable to speak or communicate, the wendigo will occasionally catch glimpses of it in the corner
is able to fill its victims heads with disturbing images of of its eye. While being stalked by a wendigo, a
butchery, desperation, and horrible loneliness. Eventually the creature has disadvantage on Wisdom checks and
wendigo will attack its targets, potentially infecting them with saving throws.
a hideous disease which threatens to turn them into
wendigos. Actions
Multiattack. The wendigo makes two attacks with its
claws and one with its bite. If it begins its turn
grappling a creature, it can instead make 4 attacks
with its bite.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 6 (1d4 + 4) slashing damage. If
the wendigo hits a creature with two claw attacks in
the same turn, the target is grappled (escape DC
15)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 4) piercing damage. If
the target is a humanoid, it must make a DC 14
Constitution saving throw or become infected with
Wendigo's Hunger (see Fey Diseases and Poisons
for details).
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Dustblight
The wastes of the world are cruel and unforgiving. Those Dustblight
who attempt to eke out a living in these inhospitable realms Medium fey, chaotic evil
are very well acquainted with the numerous hazards that they Armor Class. 15 (natural armor)
present, from the dangers of trying to navigate the shifting Hit Points. 66 (12d8 + 12)
dunes to the simple but omnipresent threat of dehydration. Speed. 30 ft., burrow 30 ft. (in sand only)
These people tell tales of horrible monsters, wretched beings
of eternal thirst with flesh like packed ash traced with pulsing
rivulets of blood, whose very touch drains the lifeblood from STR DEX CON INT WIS CHA
their victims. These are the dustblights, living embodiments 20 (+5) 17 (+3) 13 (+1) 6 (-2) 14 (+2) 8 (-1)
of the cruelty of the deserts.
Trackless Sands. Dustblights hate all life, and they seek to Saving Throws: Dex +5
extinguish it in the cruelest way possible. If a dustblight finds Skills. Stealth +5, Survival +4
a group of travelers, or better yet a lone wanderer, it will Condition Immunities. exhaustion
closely follow the poor wretch, leading it away from water Senses. tremorsense 60 ft., passive Perception 12
and shelter, drawing it deeper into the waste. Dustblights Languages. understands Sylvan and Terran but
take perverse delight in seeing their victims slowly succumb cannot speak
to despair as their food and water dwindles and their hopes Challenge. 3 (700 XP)
crumble away.
Thirst Unquenchable. Once a dustblight has sufficiently Cruel Wastes. All creatures within 120 feet of a
exhausted its quarry, it moves in for the kill. The dustblight dustblight have disadvantage on Wisdom (Survival)
descends upon the hapless creatures, draining them of their checks as well as saving throws to resist the effects
blood to keep its body moist and limber. Should the blood of extreme heat and dehydration.
that suffuses its body dry up, a dustblight would crumble into
dust. Crumble. When a dustblight dies, its body crumbles
into dust.
Eternal Thirst. The dustblight has disadvantage on
saving throws to resist spells and effects that drain
it of moisture, such as blight and Abi-Dalzim's
horrid wilting.
Actions
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 8 (1d6 + 5) slashing damage plus
5 (2d4) necrotic damage. The dustblight recovers
hit points equal to the amount of necrotic damage
dealt.
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Saving Throws: Wis +4, Cha +8 At will: alter self, detect magic, friends, jump, mage
Skills. Arcana +5, Deception +4, Persuasion +8 armor (self only), silent image, speak animals
Damage Resistances. bludgeoning, piercing, and 1/day each: conjure fey (does not require
slashing damage from non-magical weapons concentration), etherealness, glibness, true polymorph
Condition Immunities. charmed
Magic Resistance. The eladrin has advantage on saving
Senses. darkvision 60 ft., passive Perception 14
throws against spells and other magical effects.
Languages. Common, Elvish, Sylvan
Challenge. 12 (5,900 XP) Magic Weapons. The eladrin's weapon attacks are
magical, and its longsword possesses the finesse
Fey Ancestry. The eladrin has advantage on saving property.
throws against being charmed, and magic can’t put the Spellcasting. The eladrin is a 17th level spellcaster. Its
eladrin to sleep. spellcasting ability is Charisma (spell save DC 16, +8 to
hit with spell attacks). The eladrin has the following
Fey Presence. Any non-eladrin creature that starts its warlock spells prepared:
turn within 60 feet of the eladrin must make a DC 16
Wisdom saving throw. On a failure, the creature cantrips (at will): dancing lights, eldritch blast, mage
becomes charmed by the eladrin for 1 minute. While hand, prestidigitation, true strike
charmed in this way, the target experiences a unique 1st-5th level (4 5th-level slots): blink, calm emotions,
effect related to the eladrin's currently aligned season: charm person, dominate beast, dominate person,
Spring. The target recovers 1d4 hit points at the enthrall, faerie fire, greater invisibility, hallucinatory
beginning of each turn and regains the maximum terrain, hex, seeming, sleep, witch bolt
number of hit points possible from healing.
Summer. The target is frightened. Actions
Autumn. The target cannot make weapon attacks or Multiattack. The eladrin makes two attacks with its
cast harmful spells. longsword or longbow
Winter. The target has disadvantage on ability checks
and saving throws. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 3) slashing damage, or 10
The charmed creature can repeat the saving throw at (1d10 + 3) slashing damage if used with two hands,
the end of each of its turns, ending the effect on itself plus 3 (1d6) necrotic damage with hex.
on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to the Longbow. Ranged Weapon Attack: +6 to hit, range
eladrin's Fey Presence for the next 24 hours. 150/600 ft., one target. Hit: 9 (1d8 + 3) piercing
damage, plus 3 (1d6) necrotic damage with hex.
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Faery
Faerys are a variety of fey of which pixies are the most well Frost
known. In appearance, faerys are tiny humanoids with Tiny fey, neutral good
fluttering wings and mischievous expressions. They while Armor Class. 15
away their days luxuriating in the natural world of which they Hit Points. 1 (1d4-1)
are a part. Speed. 10 ft., swim 30 ft.
Faerys by CR
Monster CR Source STR DEX CON INT WIS CHA
Frost ¼ 2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
Glouras ¼
Skills. Perception +4, Stealth +7
Pixie ¼ Monster Manual Damage Vulnerabilities fire
Nixie ¼ Damage Immunities cold
Senses. passive Perception 14
Sylph ¼ Languages. Auran, Sylvan
Spark ½ Challenge. 1/4 (50 XP)
Alven 1
Ice Wings. If the frost takes fire damage, its wings
melt and it loses its flying speed until it can make
Frost new wings for itself during a short rest.
These snow loving faerys are spirits of winter and just as Innate Spellcasting. The frost's innate spellcasting
kind and fun loving as their pixie summer-kin, though they ability is Charisma (spell save DC 12 +4 to hit with
are not quite as aware of the needs of warm blooded spell attacks). It can innately cast the following
creatures. They encase delicate leaves in a layer of frost to spells, requiring no material components:
protect them from the harsh winter cold and frolic with arctic At will: druidcraft
foxes and snow white hares, delighting in the wonders of
winter. Though good-natured, these fey will happily serve 1/day each: confusion, dancing lights, detect evil
cruel winter fey, as that is the natural order of fey. and good, detect thoughts, dispel magic, fly,
The pixies of temperate climates may become frosts during phantasmal force, polymorph, sleep, sleet storm
winter, as if putting on their winter fashion, only to return to Magic Resistance. The frost has advantage on saving
being pixies come spring, while those that live in arctic throws against spells and other magical effects.
regions will remain as frosts all year round, even if they enter
a warmer climate. Actions
Superior Invisibility. The frost magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the frost
wears or carries is invisible with it.
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Glouras Nixie
Tiny, mischievous fey of the Underdark, the moth-winged Nixies are the faerys of rivers and ponds. They live beneath
glouras are far rarer than their surface dwelling pixie lily pads and among the cattail stems, watching visitors to
cousins, and far stranger. Reflecting the strange madness of their freshwater homes with wide eyed fascination. They are
their dark homes, glouras are prone to odd delusions and fits peaceful, disliking violence, and would much rather play
of giggling. They adore the aberrant wildlife of the pranks on mortals. They don't always understand that people
Underdark, and will befriend gricks, derro, and chitines as cannot breathe underwater, though, so they will occasionally
easily as they befriend spiders and giant bats, holding drown children that visit them by mistake.
protracted conversations with their coterie of followers.
The Dark Maiden. The glouras are often seen as agents of
Elistraee, the drow goddess of the moon and rebellion Nixie
against Lolth's tyranny. As such, drow society as a whole
considers glouras to be an abomination, exterminating them Tiny fey, chaotic good
whenever possible. Armor Class. 15
Hit Points. 1 (1d4-1)
Speed. 10 ft., swim 30 ft.
Glouras
Tiny fey, neutral STR DEX CON INT WIS CHA
Armor Class. 15 2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
Hit Points. 1 (1d4-1)
Speed. 10 ft., fly 30 ft. Skills. Perception +4, Stealth +7
Senses. passive Perception 14
Languages. Aquan, Sylvan
STR DEX CON INT WIS CHA Challenge. 1/4 (50 XP)
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
Amphibious. The nixie can breathe both air and
Skills. Perception +4, Stealth +7 water.
Senses. darkvision 120 ft., passive Perception 14
Innate Spellcasting. The nixie's innate spellcasting
Languages. Sylvan, Undercommon
ability is Charisma (spell save DC 12, +4 to hit with
Challenge. 1/4 (50 XP)
spell attacks). It can innately cast the following
spells, requiring no material components:
Compelling Charm. The first time a beast,
monstrosity, aberration, or insane humanoid targets At will: shape water
the glouras with an attack or other harmful effect, it 1/day each: confusion, dancing lights, detect evil
must make a DC 12 Wisdom saving throw. On a and good, detect thoughts, dispel magic, entangle,
failure the creature becomes charmed by the phantasmal force, polymorph, sleep, water
glouras for 24 hours. While charmed by the breathing
glouras, the two can communicate as if they shared
a common language. Magic Resistance. The nixie has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting. The glouras's innate spellcasting
ability is Charisma (spell save DC 12 +4 to hit with Actions
spell attacks). It can innately cast the following
Superior Invisibility. The nixie magically turns
spells, requiring no material components:
invisible until its concentration ends (as if
At will: dancing lights concentrating on a spell). Any equipment the nixie
wears or carries is invisible with it.
1/day each: confusion, darkvision, detect thoughts,
dispel magic, entangle, phantasmal force,
polymorph, sleep
Magic Resistance. The glouras has advantage on
saving throws against spells and other magical
effects.
Actions
Superior Invisibility. The glouras magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the
glouras wears or carries is invisible with it.
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Spark Sylph
The sparks are the cruel faerys of flame. They love to cause The sylphs are the wind-dancers, joyful spirits of breezes and
mischief and destruction, gleefully spreading fires in both zephyrs who roam the world in search of new sights and
forests and the homes of mortals. When a forest fire occurs, sounds, playing harmless pranks along the way. Though
many pixies of the forest will become sparks, burning down native to the Material Plane, many have found their way into
their homes with a wild joy that is frightening to see. Other the Plane of Air, where they happily dance through the
sparks remain sparks indefinitely, serving as saboteurs or endless sky.
spies in hearths and fireplaces. Joyful Wind. A sylph might never touch the ground during
its entire life, preferring the freedom of the wind and clouds
to the shackles of the earth. Others find life of the creatures
Spark on the earth fascinating, playing pranks on those who are
Tiny fey, chaotic evil
bound to the dull earth with innocent glee.
Armor Class. 15
Hit Points. 1 (1d4-1)
Speed. 10 ft., fly 30 ft.
Sylph
Tiny fey, chaotic neutral
Armor Class. 15
STR DEX CON INT WIS CHA Hit Points. 1 (1d4-1)
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2) Speed. 10 ft., fly 30 ft.
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Faerybloom
A faerybloom is a group of pixies that have a mutual Faerybloom Bouquet
agreement to work together, whether it be for their own Medium swarm of Tiny fey, neutral good
safety, in the service of an Archfey, or simply as a result of
friendship. They are like swarms in a number of ways, but Armor Class. 15
they do not have the same mindless quality that swarms Hit Points. 18 (4d8)
display, and every pixie in the faerybloom is an individual, Speed. 10 ft., fly 30 ft.
known as a petal in the context of the group. Faeryblooms
come in two sizes: bouquets and gardens. STR DEX CON INT WIS CHA
Cooperative Magic. Faeryblooms have the advantage of
being able to pool their innate magical ability together, 4 (-3) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 15 (+2)
granting them far superior spellcasting abilities than they
would have on their own. They can use this to better defend Skills. Perception +4, Stealth +7
themselves against any threats that they may face, but they Damage Resistances. bludgeoning, piercing, slashing
tend to prefer to use it for fun and pranks. Condition Immunities. paralyzed, petrified,
Helpful but Naive.Faeryblooms are rather notorious for restrained, stunned
their eagerness to help strangers. Should they encounter a Senses. passive Perception 14
group of weary travelers, a faerybloom may take pity on the Languages. Sylvan
Challenge. 3 (700 XP)
poor wretches and grant them an enchanted rest, magically
putting them to sleep. They remove any uncomfortable armor
and weaponry, conscientiously stacking them nearby, and Faerybloom Spellcasting. The petals in a faerybloom
pool their magic together to increase their
weave blankets and soft clothing out of leaves, moss and spellcasting power. However, that magical power
petals. However, the faeries do not realize the kind of danger dwindles as their numbers decrease.
they put their wards in by leaving them defenseless,
forgetting that not all forest dwellers are as helpful and kind The faerybloom's innate spellcasting ability is
as them. Charisma (spell save DC 15, or DC 13 if the
Attendants to the Fey Lords. It is common for archfey to faerybloom has half its hit points or fewer). It can
populate their courts with numerous faeryblooms. These innately cast the following spells, requiring no
faeryblooms attend to the needs of their lord or lady, whether material components:
that be bringing them food, maintaining the cleanliness of At will: druidcraft
their throne room, or providing entertainment. Should their 1/day each: confusion, dancing lights, detect evil
master or mistress's life be threatened, a faerybloom will rise and good, detect thoughts, dispel magic, entangle,
in their defense. fly, phantasmal force, polymorph, sleep (4th level,
or 2nd level if the faerybloom has half its hit points
or fewer)
Magic Resistance. The faerybloom has advantage on
saving throws against spells and other magical
effects.
Swarm Traits. The faerybloom can occupy another
creature's space and vice versa, and the faerybloom
can move through any opening large enough for a
Tiny pixie. The faerybloom can't regain hit points or
gain temporary hit points. The faerybloom can only
be affected by charm or fear effects with an area of
effect, like a red dragon's Frightful Presence, and
are immune to spells that target a finite number of
creatures like mass suggestion. Two to four
faerybloom bouquets can combine together to
create a faerybloom garden with the combined
number of hitpoints as the bouquets.
Actions
Superior Invisibility. The faerybloom magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the
individual pixies in the faerybloom are wearing or
carrying is invisible with them.
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Faerybloom Variants
A faerybloom can be composed of any variety of Faerybloom Garden
faery. To represent this, simply adjust the Large swarm of Tiny fey, neutral good
faerybloom's statistics as follows:
Alvenbloom. The faerybloom is chaotic good and Armor Class. 15
gains the alven's immunity to lightning damage as Hit Points. 72 (16d8)
well as its Plant Guidance, Shapechange Speed. 10 ft., fly 30 ft.
(transforming into a swarm of butterflies), and
Sunlight Hypersensitivity features. Replace the
faerybloom's innate spells as follows: STR DEX CON INT WIS CHA
At will: druicraft, thorn whip (5th level) 4 (-3) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 15 (+2)
1/day each: dancing lights, dispel magic,
entangle, fly, goodberry, plant growth, polymorph. Skills. Perception +4, Stealth +7
Frostbloom. The faerybloom gains the frost's Damage Resistances. bludgeoning, piercing, slashing
immunity to cold damage, vulnerability to fire Condition Immunities. paralyzed, petrified,
damage and Icy Wings feature. Replace the restrained, stunned
entangle spell in its spellcasting option with sleet Senses. passive Perception 14
storm. Languages. Sylvan
Glourasbloom. The faerybloom is neutral, and Challenge. 5 (1800 XP)
gains the glouras's 120 ft darkvision and its
Compelling Charm feature. Replace druidcraft with
dancing lights and fly with darkvision. Faerybloom Spellcasting. The petals in a faerybloom
Nixiebloom. The faerybloom is chaotic good, pool their magic together to increase their
gains the nixie's movement options and spellcasting power. However, that magical power
Amphibious trait. Replace druidcraft with shape dwindles as their numbers decrease.
water and fly with water breathing. The faerybloom's innate spellcasting ability is
Sparkbloom. The faerybloom is chaotic evil, and Charisma (spell save DC 19, or DC 17 if the
possesses the spark's immunity to fire as well as its faerybloom has half its hit points or fewer). It can
Flame Flit, Illumination, and Water Vulnerability innately cast the following spells, requiring no
traits. Replace druidcraft with produce flame (5th material components:
level) and entangle with pyrotechnics.
Sylphbloom. The faerybloom is chaotic neutral, At will: druidcraft
and gains the sylph's Cloudwalker trait. Replace the 1/day each: confusion, dancing lights, detect evil
faerybloom's innate spells as follows: and good, detect thoughts, dispel magic, entangle,
At will: gust fly, phantasmal force, polymorph, sleep (7th level,
1/day each: calm emotions, comprehend or 6th level if the faerybloom has half its hit points
languages, detect evil and good, dispel magic, fly, or fewer)
warding winds.
Magic Resistance. The faerybloom has advantage on
saving throws against spells and other magical
effects.
Swarm Traits. The faerybloom can occupy another
creature's space and vice versa, and the faerybloom
can move through any opening large enough for a
Tiny pixie. The faerybloom can't regain hit points or
gain temporary hit points. The faerybloom can only
be affected by charm or fear effects with an area of
effect, like a red dragon's Frightful Presence, and
are immune to spells that target a finite number of
creatures like mass suggestion. If the faerybloom is
reduced to one quarter (18) of its maximum hit
points or fewer, then it becomes a faerybloom
bouquet with that number of hit points. Any spells
it expended carry over.
Actions
Superior Invisibility. The faerybloom magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the
individual pixies in the faerybloom are wearing or
carrying is invisible with them.
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Arcane Shot (1/Turn). When the archer hits a target STR DEX CON INT WIS CHA
with a longbow attack, the archer can apply one of
the following options. Each option can only be used 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)
once per day:
Saving Throws: Wis +5, Cha +5
Banishing Arrow. The target must succeed on a Skills. Athletics +6, Medicine +5, Nature +3
DC 12 Charisma saving throw or be banished to Damage Resistances. damage from spells
a harmless dream realm until the end of the Condition Immunities. frightened
target's next turn. Senses. passive Perception 12
Beguiling Arrow. The target takes an extra 7 (2d6) Languages. any one language (usually Common)
psychic damage and must succeed on a DC 12 Challenge. 8 (3,900 XP)
Wisdom saving throw or become charmed by
one ally of the archer within 30 feet of the target
until the start of the archer's next turn. The effect Divine Smite. When the green knight hits a creature
ends early if the chosen ally attacks the charmed with a melee weapon attack, the target takes an
target or forces it to make a saving throw. extra 4 (1d8) radiant damage (included in the
Grasping Arrow. The target takes an extra 7 (2d6) attack).
poison damage and becomes entangled with Spellcasting. The green knight is an 11th level
grasping, poisonous brambles for 1 minute. spellcaster. Its spellcasting ability is Charisma (spell
While entangled, the target's speed is reduced by save DC 13 +5 to hit with spell attacks). It has the
10 feet and it takes 7 (2d6) slashing damage following paladin spells prepared:
whenever it moves more than 1 foot without
teleporting. The target or any creature within 5 1st level (4 slots): cure wounds, ensnaring strike,
feet of it can use an action to remove the vines shield of faith, speak with animals
with a successful DC 12 Strength (Athletics) 2nd level (3 slots): aid, misty step, moonbeam
check.
3rd level (2 slots): plant growth, remove curse
Magic Arrows. The archer's arrows are magical
until immediately after they hit or miss a target. Actions
Multiattack. The green knight makes three attacks
Actions with its maul or longbow
Multiattack. The archer makes two longbow attacks Maul. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Shortsword. Melee Weapon Attack: +6 to hit, reach one creature. Hit: 11 (2d6 +4) bludgeoning
5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) radiant damage
damage Longbow. Ranged Weapon Attack: +7 to hit, range
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 +4) piercing
150/600 ft, one target. Hit: 8 (1d8 + 4) piercing damage
damage and 3 (1d6) cold, fire, or lightning damage
(the archer's choice).
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Actions
Quarterstaff. Melee Weapon Attack: +3 to hit (+6 to
hit with shillelagh), reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage, or 8 (1d8 + 4)
bludgeoning damage with shillelagh.
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Men of the Waterfalls. Fossergrim appear as ruggedly
Fossergrim handsome men dressed in shining chain mail and fine
In a village in the wilderness, young men and women are clothing, strong of back and well-armed. They are bound to a
warned to flee from the sounds of music coming from the single waterfall, making their homes in cozy caves dug out
waterfall. Those that follow the beautiful melodies disappear behind them and aggressively defending their homes from
forever into the deep, rushing waters of the river, never to be anyone that would pollute or dam the source river, swimming
seen again. They say that a fossergrim guards the waterfall, upstream like a fish to deal with any trouble. They usually pay
and his songs enchant the mind and enslave the body. The little mind to those who drink or bathe in their waters, but
elders of the village honor him with offerings of jewelry and their attentions may be attracted by an exceptionally
fine clothing, and in return he guards their waters. attractive visitor. The music of their fiddles compels those
who hear it to follow, and the fossergrim take what they want.
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Shapeshifters. A kumiho's favorite trick is to shapeshift
Fox Spirits into the form of an attractive humanoid, lulling its victims into
Legends tell of foxes that attain incredible age, gaining a false sense of security so that it may torture them slowly.
intelligence and magical power to complement their Victims that maintain their wits about them will always be
cleverness, gaining up to nine tails to indicate their power able to detect some vulpine trait in its disguise, such as
and rank. Of these spirits, the kitsune is by far the most well pointed ears or a fox tail.
known, but there are other fox spirits. Fox Pearl. Stories tell of how the first kumiho stole a star
from the sky. When the gods questioned her about it, she hid
Kumiho it in her mouth and professed innocence. In doing so, she
gained the sight that the star had once possessed, receiving
The kitsune is often known as a prankster, fond of the abilities of divination. In her cleverness, the kumiho also
outsmarting mortals and tormenting them in small ways. Its learned how she could trick the pearl into stealing the life
cousin the kumiho, however, is undeniably evil. A sadist forces of others by placing the pearl in their mouths and then
through and through, kumiho love nothing more than retrieving it. However, in doing so she runs the risk of her
torturing their victims victim swallowing the pearl and gaining the powers of
divination.
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Tireganierk
Arctic fox spirits, tireganierk are kind-hearted tricksters Tireganierk
whose benign pranks and fondness for gardening belie their Medium fey, chaotic good
importance to the arctic ecology.
Gardeners. Tireganierk travel far and wide across the Armor Class. 14
tundra during the winter months, hunting for what meager Hit Points. 78 (12d8 + 24)
beasts the harsh environment has to offer. However, every Speed. 35 ft., burrow 25 feet
family of tireganierk has an ancestral warren that they've
maintained for generations. The decomposing remains of STR DEX CON INT WIS CHA
their kills and their waste fertilizes the soil for miles around
their homes, creating small oases of green that provide food 12 (+1) 18 (+4) 15 (+2) 16 (+3) 18 (+4) 13 (+1)
and shelter for all manner of animals and providing the
tireganierk with plenty of vegetables for their larder. Saving Throws: Dex +7, Con +5, Wis +7
Friends of the Uthgardt. Staunch believers in nature Skills. Nature +6, Perception +7
spirits, the Uthgardt have a long standing respect for the Damage Resistances. cold; bludgeoning, piercing,
tireganierk, whose kindness has often been the blessing that and slashing damage from non-magical weapons
saved their many northern tribes. However, the tireganierk's Senses. darkvision 120 ft., passive Perception 17
fondness for pranks keeps the serious minded Uthgardt from Languages. Bothii, Sylvan
Challenge. 6 (2,300 XP)
trusting these wily fey too closely. Nevertheless, some of the
fox spirits have romanced the northern barbarians, who say
you can tell if someone is a tireganierk by their distinctive Innate Spellcasting. The tireganierk's innate
spellcasting ability is Wisdom (spell save DC 15 +7
musk. to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
Arctic Gardens
A tireganierk's warren is a garden of green in the arctic At will: dancing lights, druidcraft, minor illusion,
wastelands. A tireganierk family has resided in its warren for phantasmal force, produce flame
centuries, if not longer, and the surrounding tundra has 3/day each: cure wounds, faerie fire, locate animals
benefited enormously from their presence. A tireganierk's lair and plants, move earth
closely resembles a traditional halfling hole, built into the
very earth, with handsome accommodations within, crowned Magic Resistance. The tireganierk has advantage on
with grass and blooming flowers during the brief arctic saving throws against spells and other magical
effects.
spring.
Vulpine Cunning. The tireganierk's weapon and spell
Regional Effects attacks deal an additional 7 (2d6) damage when the
The region containing a tireganierk's lair is enriched by the attack has advantage, when the target has yet to
fey's presence, which creates one or more of the following take its turn in the encounter, when the target is
effects: surprised, or when the target is charmed by the
tireganierk (included in the attack).
Plant life is hardier within 3 miles of the tireganierk's lair.
All plant life benefits from the effects of the plant growth Actions
spell as if with the 8 hour casting time version. All plant Multiattack. The tireganierk makes three attacks:
life is better able to resist the cold, and any plant monsters two with its claws and one with its bite.
native to the area or conjured within the area has
resistance to cold damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Creatures friendly to the tireganierk have advantage on one creature. Hit: 6 (1d4 + 4) slashing damage,
saving throws to resist exhaustion. plus 7 (2d6) slashing damage if Vulpine Cunning
The first time a humanoid harms animal or plant life applies
while within 3 miles of the tireganierk's lair, it must Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
perform a DC 15 Intelligence saving throw. On a failure, one creature. Hit: 7 (1d4 + 4) piercing damage,
the creature's sense of direction becomes useless for 1 plus 7 (2d6) piercing damage if Vulpine Cunning
week. During that time, all Survival checks that it makes applies
to prevent becoming lost automatically fail, and all Change Shape. The tireganierk magically
Survival checks to forage for food and track have polymorphs into a Small or Medium humanoid, or
disadvantage. The creature can perform the saving throw back into its true form. Its statistics are the same in
again after each long rest, ending the effects early on a each form, and it still possesses a musky odor. Any
success. equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if she dies.
If the tireganierk dies, the enriched soil remains for several
seasons. All other effects fade over 2d10 days.
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Gelun Gelun
When one thinks of a desert, one imagines the hot sun Medium fey, chaotic evil
glaring down on baking sand and clay. However, there is
another side to the deserts, the night side. When the sun goes Armor Class. 16 (natural armor)
down, the temperature drops dramatically. Where once you Hit Points. 66 (12d8 + 12)
may have been sweltering, now you find your teeth chattering Speed. 30 ft.
and your breath rushing from your mouth like fog. This is the
life of the gelun, those with skin like translucent ice and
fingers forever crusted in frost, cursed to endure cold for STR DEX CON INT WIS CHA
offenses committed an epoch ago. 18 (+4) 14 (+2) 13 (+1) 7 (-2) 12 (+1) 14 (+2)
Cursed Cold Ones. Eons ago, in a time perhaps
concurrent with the creation of the time of the Primordials, Saving Throws: Con +2
the gelun were a people like any other. However, they Damage Vulnerabilities cold
committed a crime against a fey lord so ancient that even Damage Immunities. fire
Titania has forgotten them, and for this they were cursed Senses. darkvision 60 ft., passive Perception 11
with eternal cold. Their bodies are heat sinks, drinking all the Languages. Sylvan
warmth from the world around them. Unless they find Challenge. 3 (700XP)
enough warmth, a gelun's body becomes rapidly encased in
restraining ice, rendering them immobile until their frozen Cold Curse. Whenever a gelun takes cold damage
prison melts. and does not have temporary hit points from its
Dusk Till Dawn. During the day, a gelun has little to fear. Slam attack or Heat Sink trait, it must succeed on a
The scorching sun provides for them all the nourishment that Constitution saving throw with a DC equal to 8 +
they need and keeps them warm enough to stop from the damage dealt or have its speed reduced by a
freezing. However, they live with the eternal dread of night, cumulative 5 feet for 1 minute. Taking fire damage
for once the sun sets they're doomed to become encased in negates this effect. If the gelun's speed is reduced
ice until morning unless they can find an adequate source of to 0, it becomes restrained and incapacitated until
the ice melts, the rate at which depends on the
heat. These desperate wretches will scrounge for warmth ambient temperature. The gelun has advantage on
wherever they can find it, including from living creatures, the saving throw if the ambient temperature is
which they drain of heat until the poor beasts are frozen solid. extremely hot.
However, living creatures rarely have enough heat to sustain
a gelun for long, and unless they find a bonfire they are all but Frigid Aura. A creature that ends its turn within 30
guaranteed to spend the night in their frozen prison, only to feet of the gelun takes 5(1d10) cold damage
thaw back out under the warmth of the dawn sun. Heat Sink. When a gelun would take fire damage, it
instead takes no damage and gains a number of
temporary hit points equal to the fire damage it
would have taken. These temporary hit points last
until the end of its next turn.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 4) bludgeoning damage
plus 7 (2d6) cold damage and the gelun gains
temporary hit points equal to the amount of cold
damage dealt.
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Giants
Long ago, when Annam All-Father created the giant race, he Cyclops Soldier
sent some of his children into the Feywild. Lead by the Huge giant, chaotic neutral
fomorians, these giants followed the Alv Ordning, the Armor Class. 16 (natural armor, shield)
ordering of the fey giants. However, when the fomorians were Hit Points. 172 (15d12 + 75)
cast down from their lofty thrones, the Alv Ordning was Speed. 30 ft
shattered by their disappointed father, never to be remade.
The giants of the Feywild lost cohesion, scattering and
lessening in power and stature. Most abandoned the Feywild, STR DEX CON INT WIS CHA
but some still linger there. 23 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 11 (+0) 11 (+0) 12 (+1) 10 (+0) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 10 (+0)
Skills. Nature +2, Perception +3 Skills. Animal Handling +5, Medicine +5, Nature +3,
Senses. passive Perception 13 Perception +5, Survival +5
Languages. Elvish, Giant Senses. passive Perception 15
Challenge. 1/4 (50 XP) Languages. Druidic, Elvish, Giant
Challenge. 3 (700 XP)
Hidden Step (Recharges after a Long or Short Rest).
As a bonus action, the firbolg turns invisible until Hidden Step (Recharges after a Long or Short Rest).
the start of its next turn or until it attacks, makes a As a bonus action, the firbolg turns invisible until
damage roll, or forces another creature to make a the start of its next turn or until it attacks, makes a
saving throw. damage roll, or forces another creature to make a
saving throw.
Innate Spellcasting. The firbolg's innate spellcasting
ability is Wisdom (spell save DC 13). It can innately Innate Spellcasting. The firbolg's innate spellcasting
cast the following spells, requiring no material ability is Wisdom (spell save DC 13). It can innately
components: cast the following spells, requiring no material
1/day each: detect magic, disguise self (can seem components:
three feet shorter) 1/day each: detect magic, disguise self (can seem
three feet shorter)
Actions Spellcasting. The firbolg is a 5th level spellcaster. Its
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., spellcasting ability is Wisdom (spell save DC 13, +5
one creature. Hit: 4 (1d4 + 2) bludgeoning damage to hit with spell attacks). The firbolg has the
following druid spells prepared:
cantrips: druidcraft, shillelagh, thorn whip
1st level (4 slots): animal friendship, entangle,
longstrider, thunderwave
2nd level (3 slots): animal messenger, barkskin
Actions
Multiattack. The firblog makes two quarterstaff
attacks
Quarterstaff. Melee Weapon Attack: +4 to hit (+5 to
hit with shillelagh), reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning damage, or 7 (1d8 + 3)
bludgeoning damage with Shillelagh or if wielded
with two hands.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 9 (-1) 15 (+2) 7 (-2) 20 (+5) 10 (+0) 20 (+5) 13 (+1) 19 (+4) 8 (-1)
Saving Throws: Str +11, Con +9, Wis +6 Saving Throws: Con +9, Wis +8
Skills. Intimidation +2, Perception +10 Skills. Arcana +5, Perception +12
Senses. darkvision 120 ft., passive Perception 20 Senses. darkvision 120 ft., passive Perception 22
Languages. Giant, Undercommon Languages. Giant, Undercommon
Challenge. 10 (5,900 XP) Challenge. 12 (8,400 XP)
Skullcracker. The fomorian deals an extra 11 (2d10) Eye of Pain. When a creature that can see the
damage to a target that is incapacitated, restrained, fomorian’s eyes starts its turn within 30 feet of the
prone, or grappled. fomorian, the fomorian can force it to make a DC
16 Wisdom saving throw if the fomorian isn’t
Actions incapacitated and can see the creature. If the saving
throw fails by 5 or more, the creature is reduced to
Multiattack. The fomorian makes two glaive attacks. 0 hit points, unless it is immune to the frightened
If its Bull Rush is available, it can use that in place condition. Otherwise, a creature takes 16 (3d10)
of the first glaive attack. psychic damage on a failed save. Unless surprised, a
creature can avert its eyes to avoid the saving throw
Glaive. Melee Weapon Attack: +11 to hit, reach 10
at the start of its turn. If the creature does so. it has
ft., one creature. Hit: 23 (3d10 + 7) slashing
disadvantage on attack rolls against the fomorian
damage
until the start of its next turn. If the creature looks
Bull Rush (Recharge 5-6). The fomorian moves 30 at the fomorian in the meantime, it must
feet in a straight line. Any creature whose space it immediately make the saving throw.
passes through must make a DC 19 Strength saving
throw. On a failure, the target takes 21 (6d6)
bludgeoning damage and is knocked prone. On a
Actions
successful save the target is not knocked prone and Shortsword. Melee Weapon Attack: +9 to hit, reach
takes only half damage. 10 ft., one creature. Hit: 15 (3d6 + 5) piercing
damage
Evil Eye. The fomorian magically forces a creature it
can see within 60 feet of it to make a DC 14 Evil Eye. The fomorian magically forces a creature it
Charisma saving throw. The creature takes 36 (8d8) can see within 60 feet of it to make a DC 14
psychic damage on a failed save, or half as much Charisma saving throw. The creature takes 40 (9d8)
damage on a successful one. psychic damage on a failed save, or half as much
Curse of the Evil Eye (Recharges after a Short or Long damage on a successful one.
Rest). With a stare the fomorian uses Evil Eye, but Curse of the Evil Eye (Recharge 5-6). With a stare the
on a failed save, the creature is also cursed with fomorian uses Evil Eye, but on a failed save, the
magical deformities. While deformed, the creature creature is also cursed with one of the following
has its speed halved and has disadvantage on ability effects:
checks, saving throws, and attacks based on
Strength and Dexterity. Magical Deformities. While deformed, the target
has its speed halved and has disadvantage on
The transformed creature can repeat the saving ability checks, saving throws, and attacks based
throw whenever it finishes a long rest, ending the on Strength and Dexterity.
effect on a success. Madness. The target possesses a Long Term
Madness and takes 5 (1d10) psychic damage
whenever it casts a spell.
Hatred. The target must succeed on a DC 10
Wisdom saving throw at the beginning of each
turn it is in combat or be forced to attack the
nearest creature.
The afflicted creature can repeat the saving
throw whenever it finishes a long rest, ending the
effect on a success.
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Verbeeg Voadkyn
The most ambitious of the fallen giantkin, the verbeegs The kindest of the giants are the voadkyn, known colloquially
eagerly seek ways to elevate themselves through treachery, as wood giants or elf giants. Though grim and insular, the
their most valued trait. Many verbeeg have insinuated voadkyn are staunch protectors of forests and any peaceful
themselves into the society of the true giants, hoping to prove people that travel in them. They resemble wood elves to a
the value of their traits and impress Annam All-Father to certain extent, often being mistaken for exceptionally tall
enough to elevate them into a place in the Ordning. They specimens, though they are among the smallest of all giants.
range across the world, and they carry the whimsy and Abandoned Children. The forest giants resent their
treachery of the Feywild with them. abandonment from the true Ordning. They believe that it was
Giant Bullies. All verbeegs are bullies, well skilled in both wrong of Annam All-Father to abandon their race when the
physical and emotional torment, and even the least verbeeg fomorians fell. They still speak their own dialect of giant,
has managed to coerce a group of goblinoids or orcs into Jotuntre, which contains numerous Elvish loan words.
following them, if not a few ogres or even hill giants. The
more cunning of their race act as advisers and scouts for
frost giants and fire giants, while the most clever and Voadkyn
treacherous have secured positions of power for themselves
among the households of cloud giants, whose wealth and Large giant, chaotic good
natural intelligence make them the ultimate mark. Though Armor Class. 14 (hide)
they speak numerous dialects of Giant fluently, they speak Hit Points. 93 (11d10 + 33)
their own dialect, Jotunflink, among themselves. Speed. 40 ft.
Armor Class. 16 (studded leather, shield) Skills. Perception +7, Stealth +5, Survival +7
Hit Points. 76 (9d10 + 27) Senses. passive Perception 17
Speed. 30 ft Languages. Elvish, Giant
Challenge. 4 (1,100 XP)
STR DEX CON INT WIS CHA Fey Ancestry. The voadkyn has advantage on saving
17 (+3) 15 (+2) 16 (+3) 15 (+2) 14 (+2) 17 (+3) throws against being charmed, and magic can't put
the voadkyn to sleep.
Skills. Deception +6, Sleight of Hand +6, Stealth +6 Woodland Stealth. While in a forested area, the
Senses. passive Perception 12 voadkyn can take the Hide action as a bonus action.
Languages. Common, Elvish, Giant Its stealth bonus is also improved to +7.
Challenge. 5 (1,800 XP)
Actions
Ambusher. In the first round of a combat, the
verbeeg has advantage on attack rolls against any Multiattack. The voadkyn makes two attacks with
creature it has surprised. one of its weapons.
Nimble Escape. The verbeeg can take the Disengage Longbow. Ranged Weapon Attack: +5 to hit, range
or Hide action as a bonus action on each of its 150/600 ft., one creature. Hit: 12 (2d8 + 3)
turns. piercing damage
Longsword. Melee Weapon Attack: +5 to hit, reach
Actions 5 ft., one creature. Hit: 12 (2d8 + 3) slashing
Multiattack. The verbeeg makes two spear attacks. damage or 14 (2d10 + 3) slashing damage if used
with two hands to make a melee attack.
Spear. Melee or Ranged Weapon Attack: +6 to hit, Change Shape. The voadkyn magically polymorphs
reach 5 ft. and range 20/60 ft., one target. Hit: 11 into a unique Small or Medium humanoid, into a
(2d6 + 4) piercing damage, or 13 (2d8 + 4) Large giant, or back into its true form. The voadkyn
piercing damage if used with two hands to make a cannot transform into a specific individual, having
melee attack. only one form for each race. Other than its size, its
statistics are the same in each form. Its armor and
weapons shrink down so that they can be used in
humanoid form, but they return to normal size
when not in contact with the voadkyn. If the
voadkyn dies, it reverts to its true form, and its
equipment reverts to its normal size.
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Carey Hag
Medium fey, lawful evil
Actions
Multiattack. The hag can use her Thunderous Cackle.
She then makes two attacks with her claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 11 (2d6 + 4) slashing damage
plus 3 (1d6) lightning damage.
Thunderous Cackle. Each creature of the hag's
choice that is within 120 feet of the hag and can
hear her must succeed on a DC 13 Wisdom saving
throw or become frightened for 1 minute. While
frightened in this way, a creature has disadvantage
on all Strength ability checks and saving throws. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If
a creature's saving throw is successful or the effect
ends for it, the creature is immune to the hag's
Thunderous Cackle for the next 24 hours.
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Curanderia
Curan Hag The curan hags know many secrets of infusing food and
Though just as gnarled and ugly as their sister kin, curan drink with powerful enchantments, and they are often
hags are among the kindest creatures native to Ravenloft. inclined to share these foods and drinks with heroes.
Long ago, a handful of hags were pulled into Ravenloft by the Mole. The rich, hearty mole of the curan hags takes a full
Mists and cursed with the knowledge of exactly how and day to prepare enough to serve 20 people. A single serving
when they would die. Though they descended into despair for of this mole provides the benefit of a heroes feast.
a time, those that remained learned sympathy for the mortals Aguasol. Curan hags can capture sunlight in bottles of
that they had once tormented. Seeking to assuage the woes of water. A bottle of aquasol produces a sphere of warm,
those entrapped in the Domains of Dread, they began to work bright light with a radius of 30 feet and dim light out to an
towards undoing wickedness in their own way. additional radius of 30 feet. A bottle of aguasol can be
Strong and Kind. Curan hags are tough and adaptive, thrown up to 30 feet, replicating the daylight spell for 10
stubborn to a fault and able to survive in almost any minutes upon breaking. Aguasol can also be drunk as a
environment. No matter how cold the climate, curan hags potion. For 1 minute after drinking aguasol, if an undead
always wear simple sandals on their gnarled feet. These creature attempts to drain the target of its vital essence,
sandals double as surprisingly powerful weapons, able to be such as through a wight's Life Drain ability or a vampire's
wielded and thrown with profound effect. Like other hags, Bite, the undead does not gain hit points or temporary hit
their frail looking bodies possess astounding strength, and points and instead takes radiant damage equal to the
their innate magic allows them to banish wicked creatures amount of damage dealt.
and unleash fierce bursts of sunlight Calaveras. A calavera is a candy skull, made of sugar and
Gruff but Good. Though kind at their core, curan hags are decorated by your friends and loved ones. So long as you
still hags. They see little need for manners when dealing with have this skull on your person, you have advantage on
others, and are liable to fly off the handle at slight death saving throws. Additionally, if you die while this
provocations. They have crude senses of humor and are not skull is on your person, your soul cannot be captured,
shy about sharing their opinions with whoever is nearby. consumed, or otherwise redirected from its rightful
Being as hideous as they are, curan hags are rarely trusted afterlife destination.
readily by the superstitious inhabitants of Ravenloft. To Tamales. Curan hags can cook tamales infused with
counteract this, they can disguise themselves as unassuming vitality and warmth. So long as these tamales remain in
old biddies so that they can see to the needs of the the corn husk or banana leaf they were steamed in, they
unfortunate. Though they are usually forgiving of the will never spoil and will always remain the perfect
frightened villagers who lash out at them, they are liable to temperature for eating. The tamale provides enough
take offense at even minor slights from those they believe nourishment to sustain a creature for one day, and when
ought to know better, such as kings and adventurers. consumed will end one curse, disease, or condition the
The Sight. Along with the Vistani, the curan hags are the eater is suffering from.
only creatures in all of Ravenloft capable of accurately
predicting the future. Intimately acquainted with the strange Curan Hag Names
currents of time, curan hags can use a combination of d12 Title First Name Last Name
observation, intimate questioning, prodding, and other
fortune telling tricks such as reading tea leaves. They never 1 Abu Belinda Blanca
use tarokka, however, finding it to be a rather crude means of 2 Bruja Caridad Bocanegra
seeing the future.
They hate being pestered for predictions, however, and will 3 Doña Celeste Caldocaliente
become angry at those who ask them more than a few such 4 Lita Clotilde Caratorcida
questions at any given time, since knowing the future rarely 5 Madrastra Dolores Galletacara
brings peace of mind. They feel that their knowledge on other
subjects such as magic, nature, children, relationships, and 6 Madrina Gertrudis Lecheagria
medicine is far more useful, and will happily expound at 7 Mamá Griselda Madrugadita
length on any questions asked of them on those subjects. The
Vistani know this very well and are all taught never to ask a 8 Nona Isabel Pantasflojas
curan hag questions about the future. 9 Señorita Margarita Pantostada
Covens. A curan hag that is part of a coven (see the “Hag 10 Tata Milagros Purpura
Covens” sidebar in the Monster Manual) has a challenge
rating of 7 (2,900 XP). 11 Tia Nuncia Romerodulce
12 La Vieja Ramona Tiempocera
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Curan Hag
Medium fey, chaotic good
Actions
Multiattack. The hag makes two claw attacks or one
claw and one sandal attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 11 (2d6 + 4) slashing damage
Sandal. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. range 10/30 ft., one creature. Hit: 9
(2d4 + 4) bludgeoning damage and the target must
succeed on a DC 12 Constitution saving throw or
become stunned for 1d4 rounds.
Reactions
Glimpse the Moment. The hag gains advantage on
one saving throw or attack roll she makes.
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Dune Hag
Large fey (animus), chaotic evil
Armor Class. 11
Hit Points. 76 (9d10 + 27)
Speed. 40 ft.
Actions
Multiattack. The dune hag makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 8 (1d6 + 5) slashing damage. If
the dune hag hits a target with two claw attacks in
the same turn, the target is grappled (escape DC
15)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 8 (1d6 + 5) piercing damage, or
15 (3d6 +5) piercing damage if the target is being
grappled by the hag. The hag recovers hit points
equal to half the piercing damage dealt.
Enthralling Kiss. The dune hag kisses a grappled or
willing creature. The creature must make a DC 12
Wisdom saving throw or become charmed by the
dune hag. While charmed in this way, the creature
perceives the hag as someone deserving of their
protection and adoration. The creature can repeat
the saving throw the first time it sees the hag's true
form or if it sees the hag attack its allies. The effect
automatically ends if the hag attacks the creature.
Otherwise, the effect lasts for 24 hours. The hag
can only have one creature charmed in this way at a
time.
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Hannya Hag
Medium fey (shapechanger, snake), neutral evil
Actions
Multiattack. The hag makes two claw attacks and
one bite attack
Claws (Hag form only). Melee Weapon Attack: +3 to
hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
slashing damage
Bite (Hag form only). Melee Weapon Attack: +3 to
hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2)
piercing damage plus 7 (2d6) poison damage
Constrict (Hag form only). Melee Weapon Attack: +3
to hit, reach 5 ft., one Medium or smaller creature.
Hit: 11 (2d8 + 2) bludgeoning damage, and the
target is grappled (escape DC 13). Until this
grapple ends, the creature is restrained, and the hag
can't constrict another target.
Shapechange. The hag transforms into a unique
humanoid shape. The hag's statistics are the same
in both forms. It can return to hag form as a bonus
action.
Reactions
Suggestion. The hag targets one creature within 30
feet of it that is currently listening to another
creature suggest a course of action (the creature
the target is listening to need not be the hag). The
target must make a DC 14 Wisdom saving throw.
On a failure, the target must pursue the course of
suggested by the other creature, so long as the
course of action seems reasonable to the target.
This effect remains for up to 8 hours or until the
creature completes the course of action, at which
point the effect ends. If either the hag or the
creature that suggested the course of action
attacks the target, the effect ends early.
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Silat Hag Names
Silat Hag d12 Descriptor Name Title
The silat are the hags of overbearing motherhood. A silat is a 1 Badsoorat (ugly) Dakshi Bade-ji
towering figure that brooks no insult from any creature, 2 Ghussay (angry) Jaikirti Begum
standing between 18 and 20 feet in height, with pale blue
skin and twisting ram horns. As ugly as any hag, they can 3 Hari (green) Kahali Boodhi-wali
freely transform into the shape of any humanoid or giant, 4 Hoshyar (wise) Laaj Choti-ji
doing so to avoid the prying eyes of unwelcome visitors. Silat
hags always live a good distance from civilization, as a silat 5 Kala (black) Nabhi Dadi-ji
lack the innate perversity of other hags and as such have little 6 Lal (red) Nagaina Khaanum
interest in corrupting goodness. They are content to simply 7 Mazbooti (strong) Padimni Khala-ji
have privacy and complete control of their territory.
Mother Dearest. Silat are not evil, like most hags. They 8 Moti (fat) Pavani Phupi-ji
are not good, however, nor are they usually kind. They 9 Peelee (yellow) Taaqul Nani-ji
consider themselves to be everyone's mothers and expect to
be shown the utmost respect by visitors, and should they 10 Sangdil (merciless) Ucchal Nazar-wali
perceive any insult against them or their adopted children 11 Shafiq (kind) Udayati Saahiba
they will react violently. However, if a silat hag is addressed 12 Zaalam (cruel) Zamani Wali-ji
with the courtesy she feels is due she can be a very
magnanimous host to her guests. Unfortunately, every silat
hag has her own particular set of rules of politeness that she A Silat Hag's Lair
feels are proper. They can also, quite literally, smell a lie and A silat hag typically lives in a cave outfitted with a door,
will sternly chastise any creature foolish enough to lie to her though she may also live in a large tent that she carries with
with a curse or two. her, as silat hags like to be able to stay mobile.
Ogre Matrons. Silat set themselves up as matriarchs of
tribes of ogres, commanding the ogres to provide them with Lair Actions
food and clothing in exchange for the occasional bit of magic A silat hag that has attained the status of grandmother or
she performs for them, and oni will seek them out to learn auntie may have a handful of lair actions available to it.
magic from them, though always with the utmost respect. An Consult Volo's Guide to Monsters pg. 59 for more detail on
ogre or oni who particularly pleases a silat hag gets to be her hag lair actions.
habibi, a position of great respect and esteem. The ogres will The silat targets one humanoid that it can see within her
always set up their camps and herds a respectful distance lair. The target must succeed on a DC 14 Constitution
from their matron silat, as she is not above scolding her saving throw or have its race to changed to another
children with a few choice transformations, though not too humanoid race. The target's racial traits are changed to
far, as she will take offense to the idea that her little habayyeb reflect this, but its ability scores, hit points, languages,
might not want her guidance. An ogre tribe with a silat personality, and alignment are unchanged. Its size
matriarch is lucky, as she will defend her charges with a changes to reflect its new race, and its equipment is
mother's fury. adjusted to fit. The target cannot benefit from any racially
Silat Child. In Zakhara, there's a saying: “When a child specific feats until it recovers its original race. If the target
does not resemble its parents, that child is a silat's child.” has levels in a racially specific class or class archetype,
This saying is often used to scold misbehaving children, but it such as bladesinger, it can still gain the benefits of
is rooted in truth. Unlike other hags, which reproduce by features from that class or archetype so long as those
devouring other creatures, a silat hag has a daughter by features do not specifically hinge upon specific racial
magically polymorphing a humanoid child into a young silat traits that the new race does not possess. This
hag over the course of many years. As such, there are many transformation can only be reversed by the silat or with a
superstitions against harming young girls that behave dispel evil and good spell or similar magic.
strangely or look odd, as they may call down the vengeance of
that child's silat mother down upon themselves. A fully Regional Effects
transformed young silat hag has the statistics of an ogre, The region within 1 mile of a powerful silat hag's lair is
except that its Intelligence, Wisdom, and Charisma scores warped by her magic, which creates one or more of the
are all 10 (+0) and it can cast alter self at will. The young silat following effects:
will gain the full abilities of a silat hag after her first century.
Covens. A silat hag that is part of a coven (see the “Hag The rock formations in the area around a silat hag's are
Covens” sidebar in the Monster Manual) has a challenge shaped into bizarre shapes reflecting the hag's particular
rating of 10 (5,900 XP). idiosyncracies.
The plants grow in bizarre arrangements according to the
silat hag's perceptions of neat and tidy. Some feel that all
the trees should be sculpted into topiary like shapes, while
others feel that it is improper for certain plants to grow
beside one another.
When the hag dies, these effects remain.
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Silat Curses
d10 Descriptor
Silat Hag 1 The target's teeth are transformed in a noticeable
Huge fey (shapechanger), chaotic neutral way, such as gaining a noticeable gap or buck teeth
Armor Class. 16 (natural armor) 2 The target sprouts an animal tail, such as a cow's or a
Hit Points. 126 (12d12 + 48) fox's.
Speed. 30 ft. 3 The target's feet change to hooves. This does not
effect their movement speed, but it does prevent the
target from wearing shoes.
STR DEX CON INT WIS CHA
4 The target's ears become comically large or small.
20 (+5) 11 (+0) 18 (+4) 14 (+2) 15 (+2) 16 (+3)
5 A body part of the target becomes covered in fur or
Saving Throws: Str +8 feathers
Skills. Athletics +8, Intimidation +6, Perception +5 6 The target's eyes become strange, such as unusually
Damage Resistances. bludgeoning, piercing, and colored iris or sclera or oddly shaped pupils.
slashing damage from non-magical weapons
7 The target grows a set of horns. If they already have
Senses. darkvision 60 ft., passive Perception 15 horns, their horns are changed into a humorous
Languages. Common, Giant, Goblin, Midani, Orc shape.
Challenge. 8 (3,900 XP)
8 The target's hands or feet become comically large or
Innate Spellcasting. The hag's innate spellcasting small. This does not effect their speed or ability to
wield weapons or perform other tasks.
ability is Charisma (spell save DC 14). It can
innately cast the following spells, requiring no 9 The target's ears are transformed into an animal's
material components: ears.
At will: alter self, call lightning, invisibility (self 10 The target's skin or fur color is changed. The hag can
only), polymorph, stone shape, thaumaturgy apply a single color or a pattern.
1/day each: animal shapes, earthquake, true
polymorph, wind walk
Smell Lie. By sense of smell, the hag can determine
when a creature within 30 feet of her is lying to her
unless the creature is a construct or undead.
Actions
Multiattack. The hag makes three attacks: two with
her claws and one with her bite
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one creature. Hit: 19 (4d6 + 5) slashing damage. If
the hag hits a single target with two claw attacks in
the same turn, the target is grappled (escape DC
16).
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 15 (4d4 + 5) piercing damage.
Shapechange. The hag magically polymorphs into a
form resembling a humanoid or giant of Huge size
or smaller. Her statistics, except for her size, are
the same in all forms. She can return to her true
form as a bonus action. The hag chooses whether
any clothing or equipment she is wearing or
carrying is absorbed by her new form or not.
Silat Curse (Recharge 5-6). The hag targets one
creature that she can see within 60 feet of her. The
target must succeed on a DC 14 Wisdom saving
throw or be afflicted with one random physical
transformation (consult the “Silat Curses” table
below for ideas). This transformation lasts until
lifted by another hag or cured with remove curse or
similar magic. Shapechangers are not immune to
this effect, and this transformation persists when
the target shapechanges.
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Hobs Brownie
Hobs are tiny, ugly fey, possessing very little power or Tiny fey, neutral good
courage. They find no welcome in the Summer or Gloaming
Courts, being neither beautiful nor mighty enough to inspire Armor Class. 13
the fickle adoration of the lords and ladies. However, they Hit Points. 2 (1d4)
found a place in the society of mortals as household spirits, Speed. 40 ft
tending to the needs of humanoids and cleaning their homes
while remaining out of sight. They are intensely private and
secretive, though, and will abandon a home that attempts to STR DEX CON INT WIS CHA
capture them. 11 (+0) 16 (+3) 10 (+0) 12 (+1) 13 (+1) 8 (-1)
Hobs by CR
Saving Throws: Dex +5
Monster CR Source
Skills. Insight +6, Perception +3, Stealth +5
Brownie 1/8 Senses. passive Perception 13
Languages. Sylvan plus the language or whatever
Killmoulis 1/8
household they occupy, usually Common
Jermlaine 1/2 Challenge. 1/8 (25 XP)
Domovoi 1
Innate Spellcasting. The brownie's innate
Nat (Einsaung) 1 spellcasting ability is Constitution (spell save DC
Buckawn 3 10, +2 to hit with spell attacks). It can innately cast
the following spells, requiring no material
Nat (Hkun Yeng) 3 components:
Nat (Lu) 4
1/day each: confusion, dancing lights, dimension
Brag 5 door, mage hand, minor illusion, mirror image
Magic Resistance. The brownie has advantage on
Brownie saving throws against spells and other magical
effects.
Looking like tiny men dressed in rags and pointed hats,
brownies are the most common of the hobs. They prefer to Actions
remain invisible whenever possible, performing minor
household tasks in exchange for small offerings of food and Greater Invisibility. The brownie magically turns
rags for clothes. They can become mischievous if not treated invisible until its concentration ends (as if
concentrating on a spell). Any equipment that the
well, but may willingly leave a home that they're tormenting if brownie is wearing is invisible with it.
gifted with clothing.
Buckawn
The buckawn are one of the only variety of hob that has
returned to the wilds. Disgusted with the rapacious nature of
humanoids, but still somewhat fond of their ingenuity,
buckawn live in forests near humanoid settlements. Acting as
self appointed stewards of the forest, a buckawn ensures that
the humanoids that live nearby do not cause any undue
damage to the environment, halting excessive logging
operations and sabotaging hunters who hunt more than their
need. Though they distrust most humanoids, they are fond of
children and will guide lost children home if they are polite.
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Domovoi
Buckawn Found only in the most bitterly cold climates, a domovoi
Small fey, neutral resembles nothing so much as a small, incredibly furry man
covered in soot. So long as its family provides it with regular
Armor Class. 13 (leather armor) small offerings of food and liquor and respects its privacy, the
Hit Points. 33 (6d6 + 12) domovoi maintains the hearth fire in which it resides and
Speed. 30 ft. protects the home. A home with a happy domovoi is
guaranteed to be warm and safe. However, if it is ignored or
STR DEX CON INT WIS CHA mistreated, the domovoi will torment the household with
minor misfortunes, though it will never harm or abandon its
9 (-1) 15 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0) hearth. Domovois prefer to remain unseen by the family, only
venturing from the privacy of its hearth during the night,
Saving Throws: Wis +5 revealing themselves in only the most dire of situations,
Skills. Animal Handling +5, Insight +5, Medicine +5, though they will sometimes reveal themselves to children
Nature +3, Perception +7, Sleight of Hand +4, that they are especially fond of, often to warn of an impending
Stealth +4, Survival +5 disaster.
Senses. passive Perception 17
Languages. Sylvan
Challenge. 3 (700 XP)
Domovoi
Innate Spellcasting. The buckawn's innate Tiny fey, neutral good
spellcasting ability is Charisma (spell save DC 10,
+2 to hit with spell attacks). It can innately cast the Armor Class. 12
following spells, requiring no material components: Hit Points. 42 (12d4 +12)
Speed. 30 ft.
At will: dancing lights, minor illusion, invisbility
(self only)
1/day each: entangle, pass without trace STR DEX CON INT WIS CHA
Keen Hearing and Smell. The buckawn has advantage 15 (+2) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 7 (-2)
on Wisdom (Perception) checks that rely on
hearing or smell Skills. Stealth +4, Survival +3
Damage Immunities. fire
Magic Resistance. The buckawn has advantage on Senses. darkvision 60 ft., passive Perception 11
saving throws against spells and other magical Languages. Ignan, Sylvan and the language of their
effects. household, usually Common
See Invisibility. The buckawn can see invisible Challenge. 1 (200 XP)
creatures and objects as if they were visible, and
can see into the Ethereal Plane. Innate Spellcasting. The domovoi's innate
Woodland Stealth. While at least partially concealed spellcasting ability is Constitution (spell save DC
by foliage, the buckawn can take the Hide action as 11 +3 to hit with spell attacks). It can innately cast
a bonus action. Its stealth bonus is also improved the following spells, requiring no material
to +6. components:
At will: control flames, invisibility (self only),
Actions pyrotechnics
Multiattack. The buckawn makes three attacks with 1/day each: bane
its dagger or two with its darts.
One With the Flame. If a domovoi is within a Small
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., or larger area of fire, it is invisible and immune to all
one creature. Hit: 4 (1d4 + 2) piercing damage. nonmagical damage.
Dart. Ranged Weapon Attack: +4 to hit, range Sooty Body. The domovoi's soot covered fur gives it
20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing advantage on rolls to escape the grappled condition
damage and the target must succeed on a DC 10
Constitution saving throw or take 3 (1d6) poison Actions
damage and become poisoned for 1 minute. If its
saving throw result is 5 or lower, the poisoned Multiattack. The domovoi makes two claw attacks
target falls unconscious for the same duration, or Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
until it takes damage or another creature takes an one creature. Hit: 4 (1d4 + 2) slashing damage
action to shake it awake.
Hurl Flame. Ranged Spell Attack: +3 to hit, reach 30
ft., one creature. Hit: 7 (2d6) fire damage
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Jermlaine Killmoulis
Jermlaine are the lost hobs, those whose families forgot them These mischievous hobs love machinery, living in grain mills
and whose villages were swallowed by the bustle and stink of and factories. They adore the intricacy of mechanisms, and
the city. Consigned to ugliness and befriended only by rats, spend all their free time studying their ins and outs and
jermlaine satisfy their resentment by enacting acts of petty making minor repairs. A factory or mill where the workers
vengeance and mischief against unsuspecting mortals. treat their machines with respect will have good luck.
Cowards to a fault, these mean spirited fey only target the However, should the killmoulis observe a worker mistreating
most helpless, being especially fond of tormenting children its machines, it will ensure that the unlucky fool has an
who wander away from their parents. They are often found in unfortunate accident. Workers soon learn to be respectful of
the company of rats and giant rats, due to their ability to their machines, never cussing at them in frustration or
communicate with the pests, and particularly vengeful thwacking them when they brek.
jermlaine might be found allied with cranium rats, xvarts, and A killmoulis has no mouth, eating instead by inhaling food
wererats. through its prodigious nose. As a result, it tends to favor
small morsels of food such as crumbs, grains, and leftover
scraps. Luckily for it, it requires very little food to survive, so
Jermlaine it can easily subsist on what little food it can gather. It's
especially fond of workers who leave little treats for it in out
Tiny fey, neutral evil of the way places.
Armor Class. 13
Hit Points. 3 (2d4 - 2)
Speed. 30 ft. Killmoulis
Tiny fey, neutral
STR DEX CON INT WIS CHA
Armor Class. 13
4 (-3) 16 (+3) 8 (-1) 6 (-2) 10 (+0) 5 (-3) Hit Points. 2 (1d4)
Speed. 40 ft
Senses. darkvision 60 ft. passive Perception 10
Languages. Sylvan
Challenge. ½ (100 XP) STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 12 (+1) 13 (+1) 8 (-1)
Speak with Rats. The jermlaine can communicate
with rats, giant rats, and any other rat related Saving Throws: Str +2
creatures (such as wererats and xvarts) as if they Skills. Perception +3, Stealth +5, Tinker's tools +6
shared a common language. A creature that has Senses. passive Perception 13
cast speak with animals on itself can speak with a Languages. Common, Gnomish, Sylvan
jermlaine as if they shared a common language. Challenge. 1/8 (25 XP)
Actions
Greater Invisibility. The killmoulis magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment that the
brownie is wearing is invisible with it.
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Huriat Huriat
The huriat are among the loveliest creatures that live in the Medium fey (merfolk), chaotic evil
ocean. They luxuriate in shallows and tide pools, attended to
by nymphs and sprites and surrounded by adoring merfolk. Armor Class. 18
They also happen to be among the cruelest of all the oceanic Hit Points. 119 (14d8 + 56)
fey. They love nothing more than to entrap mortals with their Speed. 5 ft., swim 60 ft.
enthralling songs and their enchanted kisses, draining them
of their will to resist and ensnaring them with their magic
only to abandon them when they grow bored or devour them STR DEX CON INT WIS CHA
when they grow hungry. 18 (+4) 16 (+3) 18 (+4) 16 (+3) 19 (+4) 21 (+5)
Reborn from Love. Huriat are often inclined to allow their
charmed victims to escape, often times abandoning those Saving Throws: Str +8, Wis +9, Cha +10
they’ve enchanted to return to their lives plagued by an Skills. Athletics +9, Deception +10, Persuasion +10
eternal yearning, unable to truly love another for the rest of Damage Resistances. acid, cold, fire
its life. Those so cursed may spend the rest of their lives Damage Immunities. lightning; bludgeoning,
returning to the seas over and over again in a vain attempt to piercing, and slashing damage from non-magical
glimpse their cruel loves again. Should the huriat ever be weapons
slain, it will immediately reform from the ocean near a Condition Immunities. charmed, frightened, petrified
creature hopelessly in love with it, usually draining them of Senses. darkvision 60 ft., passive Perception 14
mental vitality and devouring their flesh shortly afterward. Languages. Aquan, Common, Sylvan
Challenge. 14 (11,500 XP)
Actions
Multiattack. The huriat makes three melee attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 8 (1d8 + 4) piercing damage plus
9 (2d8) acid damage
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 8 (1d8 + 4) slashing damage.
Instead of dealing damage, the huriat can grapple
the target (escape DC 17).
Ensnaring Kiss (Recharge 5-6). Melee Spell Attack:
+9 to hit, reach 5 ft., one willing creature, or a
creature that is grappled by the huriat,
incapacitated, or restrained. Hit: The target takes
45 (10d8) psychic damage and the huriat recovers
hit points equal to half the psychic damage dealt. A
creature reduced to 0 hit points by this attack is
stable but unconscious. Additionally, if the target is
not a merfolk it must succeed on a DC 18 Charisma
check or become permanently charmed by the
huriat until cured with greater restoration, dispel
evil and good, or similar magic. A creature charmed
in this way regards the huriat as its one true love
and will defend it in any way it can.
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Hybsil Hart
Hybsil The hybsil are among the favorites of Oberon, the green lord,
Hybsil are a race of nomadic fey, resembling 3-4 foot tall and he will sometime show his favor by granting one male in
centaurs with the bodies of deer of antelopes instead of a tribe the status of Hart. The male increases in both size and
horses. strength and is blessed with innate magical skills. These
Three Tenets. Hybsil society abides by three tenets of harts often times use their newfound power to enact even
behavior: obligation, vengeance, and daring. Obligation is the greater deeds of daring, striking out in vengeance against
domain of elders, who keep track of favors and debts owed those who have wronged their tribe.
both within and without the tribe. Vengeance is the domain of
female elders, whose long memories keep record of all
slights against their tribes. And finally, daring is the domain
of the young warriors, who delight in darting in and out of the Hybsil Hart
thick of battle. Medium fey, neutral
Valuable Antlers. Hybsils typically maintain a cool
relationship with humanoid races, rarely staying in one place Armor Class. 13 (16 with mage armor)
long enough to form relationships or grudges. However, Hit Points. 97 (15d8 + 30)
unscrupulous groups such as the Zhentarim find hybsil Speed. 30 ft
antlers to be very valuable trade due to their magical
properties, causing numerous tribes to view humanoids as STR DEX CON INT WIS CHA
enemies.
16 (+3) 17 (+3) 15 (+2) 13 (+1) 15 (+2) 10 (+0)
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Jacks Jack-in-Irons
Jacks are an especially mischievous variety of fey born from Huge fey (either bugbear or orc), chaotic evil
mortals. In its natural form, a jack is a formless spirit,
roaming without a body through the Feywild and those Armor Class. 18 (natural armor)
realms touched by it. A jack comes into its own when it finds Hit Points. 195 (17d12 + 85)
a suitable mortal vessel, which it possesses and molds to its Speed. 30 ft.
own ends. Some jacks merely borrow a vessel's body for a
night, others possess an unborn infant and twist its flesh to
its own sinister ends. Humanoids that carry the spirit of a STR DEX CON INT WIS CHA
jack are evident by their strange powers and uncanny 22 (+6) 10 (+0) 20 (+5) 11 (+0) 14 (+2) 13 (+1)
behavior.
Jacks by CR Saving Throws: Str +10, Cha +5
Skills. Athletics +10, Perception +6, Survival +6
Monster CR Source
Damage Resistances. bludgeoning, piercing, and
Jack o' Lantern 1 slashing damage from non-magical weapons
Senses. darkvision 120 ft., passive Perception 16
Jack-of-the-Green 4
Languages. Common, Giant, Goblin, Orcish, Sylvan
Jack Frost 7 Challenge. 12 (8,400 XP)
Springheel Jack 8
Frightful Chains. Whenever the jack makes a melee
Jack-in-Irons 12 attack, its chains rattle violently. All creatures that
Jacky Longlegs 12 are not orcs or bugbears, are within 120 feet of the
jack-in-irons, and can hear it it must succeed on a
DC 13 Wisdom saving throw or become frightened
Jack-in-Irons for 1 minute. A creature can repeat the saving
The spirit of the jack-in-irons is a dangerous, rapacious spirit. throw at the end of each of its turns, ending the
It possesses unborn orcs and bugbears, causing them to effect on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
grow to enormous heights as they age, reaching 20 to 25 feet immune to the jack-in-irons's Frightful Chains for
in height and several thousand pounds by the time they reach the next 24 hours.
adulthood. They enjoy decorating themselves with heavy iron
chains, draping them like necklaces around their shoulders Keen Hearing and Smell. The jack-in-irons has
and wrapping them like belts around their waist. These advantage on Wisdom (Perception) checks that rely
chains become decorated with the skulls and rotting heads of on hearing or smell.
their victims, grim trophies of the jack's power. Magic Resistance. The jack-in-irons has advantage
Children of the Blood. Legend says that when the orc god on saving throws against spells and other magical
Baghtru and the bugbear god Hruggek first fought, it was a effects.
cataclysmic battle involving thousands of their ferocious Misty Moors (2/Day). The jack-in-irons creates a
worshipers. All fought fiercely, but none fought more bank of fog with a radius of 120 feet centered on a
ferociously than Hruggek and Bahgtru themselves. Orcs and point within 60 feet of it that it can see, which lasts
bugbears say that the spirits that create a jack-in-irons are the for 1 minutes. The area is heavily obscured and all
ghosts of the warriors drowned by the blood shed by the two Dexterity (Stealth) checks made within it have
ferocious gods in that battle. advantage.
Destined Sons. The birth of a jack-in-irons is a significant Noisy Chains. The chains that the jack-in-irons
occasion, though not one that is readily celebrated by every wears at all times give it disadvantage on all
member of its tribe. Some view these beings as blessings Dexterity (Stealth) checks.
from their gods of war, while others view them as dangerous
liabilities. The mother of a jack-in-irons never survives giving Race Specific Traits. Depending on the jack's race, it
birth, and even fresh out of the womb the child's skin is as will have one of the two following traits.
tough as iron. A jack-in-irons' massive size and unnatural Aggressive (Orc). As a bonus action, the jack can
aggression quickly advance it to a position of power, and its move up to its speed toward a hostile creature
unquenchable t hirst for blood and monstrous appetite cause that it can see.
it to lead raid after raid to keep it satisfied. This aggression Brute (Bugbear). A melee weapon deals one extra
eventually leads the jack's tribe to ruin if not restrained. As die of its damage when the jack hits with it.
such, many tribal leaders will attempt to slay a jack-in-irons
while it is still young, though more ambitious and reckless Actions
leaders may seek to harness this capricious ally. Multiattack. The jack-in-irons makes two attacks
with its spiked greatclub
Young Jack-in-Irons
A jack-in-irons grows rapidly, reaching giant size by Spiked Greatclub. Melee Weapon Attack: +10 to hit,
adulthood. An adolescent jack-in-irons will have the statistics reach 5 ft., one creature. Hit: 19 (3d8 + 6) piercing
damage.
of a typical bugbear or orc, but with resistance to non-magical
damage and an AC of 18 (natural armor)
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Jack-of-the-Green
The jack-of-the-green is one of the few varieties of jack that Jack-of-the-Green
isn't outright malevolent. Its only driving force is the seek out Large fey (any humanoid race), chaotic neutral
and create merriment. It is a possessing spirit that inhabits a
willing, humanoid host, transforming them into capering Armor Class. 16 (barkskin)
knaves decked in an immense costume of leaves and Hit Points. 68 (8d10 + 24)
branches ripe with plump, juicy berries. These berries, in Speed. 20 ft.
fact, contain a highly potent mind-altering substance which
creates immediate inebriation, making a jack-of-the-green a STR DEX CON INT WIS CHA
highly disruptive force, albeit an enjoyable one.
The Spirit of Spring. Sons of spring, they can't tolerate 13 (+1) 7 (-2) 16 (+3) 9 (-1) 12 (+1) 16 (+3)
the cruel bite of winter. A jack-of-the-green spends the winter
months as a bodiless spirit, sleeping in the deep in the roots Skills. Performance +5, Persuasion +5
of the trees. When spring comes around it emerges and Damage Resistances. bludgeoning, piercing
roams the farmlands, searching for a suitable host to turn Damage Vulnerabilities cold, fire
into that year's spirit of spring. Their powers are known Condition Immunities. exhaustion
throughout the underclass, and festivals are held wherein a Senses. passive Perception 11
man will be decked out in an elaborate costume in the hopes Languages. Sylvan and whatever languages the
possessed humanoid speaks, usually Common
of attracting a jack-of-the-green. The vessel for the jack-of-the- Challenge. 4 (1,100 XP)
green gains its inexhaustible spirit, dancing tirelessly as it
pursues all the goals it yearns for during its everyday life. Ale Berries. The jack's leafy, bush-like body
Rebellion. Jack-of-the-green is also a spirit of disobedience continually sprouts juicy, appetizing berries. A
and misbehavior, and loves to inspire drunken riots and creature can use an action to eat one of the berries.
disorderly brawls. Because of their fondness for fomenting Eating a berry restores 1 hit point, and the creature
rebellion, the upper class typically strives to suppress the is inebriated and immune to exhaustion for the
festivals that inspire the jack-of-the-green, though this does next 24 hours. While inebriated the creature is
little good. The spirit of spring lives in all people, and it's only considered poisoned. These berries lose their
a matter of time before rebellion begins to grow through the magical properties 24 hours after being picked
cracks of obedience.
Aura of Merriment. The jack can activate or
deactivate this feature as a bonus action. While
active, any humanoid that ends its turn within 30
feet of the jack has disadvantage on all Intelligence,
Wisdom, and Charisma saving throws
Barkskin. The jack's AC cannot be lower than 16.
Disobedient. The jack has advantage on saving
throws to resist being charmed as well as being
compelled to take actions, such as through
command, suggestion, and compulsion.
Innate Spellcasting. The jack's innate spellcasting
ability is Charisma (spell save DC 13, +5 to hit with
spell attacks). It can innately cast the following
spells, requiring no material components:
1/day each: confusion, shillelagh
Magic Resistance. The jack has advantage on saving
throws against spells and other magical effects.
Regeneration. The jack recovers 10 hit points at the
start of its turn as long as it has at least 1 hit point.
Actions
Multiattack. The jack makes two attacks with its
club.
Club. Melee Weapon Attack: +3 to hit (+5 with
shillelagh), reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage, or 7 (1d8 + 3) bludgeoning
damage with shillelagh.
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Jack Frost
A jack frost is born from the womb of a pregnant woman who Jack Frost
froze to death. These sons of winter carry the cold cruelty of Medium fey (any humanoid race), chaotic evil
winter in their fingers and teeth, and they yearn to spread the
suffering and sorrow of winter to all. They live almost entirely Armor Class. 15
in the moment, rarely thinking beyond how they can best win Hit Points. 75 (10d8 + 30)
whatever cruel game they are currently playing. Speed. 30 ft., fly 60 ft. (hover)
Deadly Flurries. A jack frost has the ability to transform
into a whirling cloud of snow. These clouds possess the STR DEX CON INT WIS CHA
insidious ability to hypnotize any creatures unfortunate
enough to be trapped within them, rendering them helpless 15 (+2) 20 (+5) 16 (+3) 11 (+0) 14 (+2) 16 (+3)
as the jack frost feeds on their warmth until they are frozen
solid. The jack frost has the ability to inflict frostbite on Saving Throws: Dex +8, Cha +6
fleeing creatures with its nipping teeth, rendering even those Damage Resistances. bludgeoning, piercing, and
victims that resist its hypnotic cloud unable to escape it. slashing damage from non-magical weapons
Winter Friends. Evil creatures with the power of winter Damage Vulnerabilities fire
Damage Immunities. cold
frequently ally with jack frosts. Many bheur hags know the Senses. blindsight 30 ft., passive Perception 12
secrets for attracting the unattached spirit of a jack frost to a Languages. Auran, Sylvan
viable host, and they will raise a jack frost as a son, Challenge. 7 (2,900 XP)
encouraging the cruelty and mischief of their “little scamp”
with a twinkle in their eye. The virage sidhe are also fond of Hypnotic Snow. A creature that starts its turn within
handsome jack frosts, and will keep one or two around as the jack frost's snow form and can see the
lovers. The Prince of Frost has many jack frost servants that snowflakes must make a DC 14 Wisdom saving
he sends out into the world to cause misery. throw. On a failed save, the creature becomes
charmed for 1 minute. While charmed in this way,
the creature is incapacitated and has a speed of 0.
Frostbite A creature can repeat the saving throw at the end
If you wish to add an extra layer of horror to an of each of its turns, ending the effect on a success.
encounter with a jack frost, you can apply the If a creature's saving throw is successful or the
dangers of frostbite to their nip attacks. Frostbite effect ends for it, the creature is immune to the
cripples those afflicted with it, and if not treated jack frost's Hypnotic Snow for the next 24 hours.
within 24 hours with lesser restoration or by the
application of gentle warmth the tissue becomes Magic Resistance. The jack frost has advantage on
necrotic and falls away, making the damage saving throws against spells and other magical
permanent and irreversible save by anything less effects.
than the regenerate spell. Snow Form. As a bonus action, the jack frost
switches into its snow form or back into its
Frostbite Target humanoid form. The jack frost's snow form is a
d4 Frostbite sphere of swirling snowflakes with a radius of 20
1 Lose Nose. You have disadvantage on Charisma feet. The snow form can move into a creature's
(Persuasion) checks and Wisdom (Perception) space and stop there. While in snow form, the jack
checks that rely on smell. You have advantage frost is immune to the grappled, paralyzed, and
on Charisma (Intimidation) checks. restrained conditions.
2 Lose a Finger. You have disadvantage on
Dexterity (Sleight of Hand) checks and Actions
Dexterity checks to use fine tools (such as Multiattack. The jack frost makes three attacks: one
thieves' tools) using the hand with which you with its nip and two with its touch.
lost the finger. If you lose all the fingers from
one hand, then it functions as if you had lost a Nip. Melee Weapon Attack: +8 to hit, reach 5 ft.,
hand (Dungeon Master's Guide pg 272). one creature. Hit: 7 (1d4 + 5) cold damage plus 7
3 Lose Toes Your walking speed is reduced by 5 (2d6) necrotic damage
feet. You must make a DC 10 Dexterity saving Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
throw after using the Dash action. If you fail creature. Hit: 12 (2d8 + 3) cold damage
the save, you fall prone. If you lose all the toes
from one foot, then it functions as if you had Frigid Cloud (Snow form Only) (Recharge 5-6). Each
lost a foot (Dungeon Master's Guide pg 272). creature within the same space as the jack frost
must make a DC 14 Constitution saving throw. On
4 Lose an Ear. You have disadvantage on
Charisma (Persuasion) checks and Wisdom a failure, the target takes 31 (7d8) cold damage and
(Perception) checks that rely on hearing. You
have advantage on Charisma (Intimidation)
checks.
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Actions
Multiattack. The jack makes two sickle attacks.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) slashing damage. If
the jack scores a critical hit with this weapon, there
is a 5% chance that it severs a randomly
determined limb from the target.
Knock Knock! Provided that the sun is down, the
jack knocks on the headstone, urn, or remains of a
dead humanoid. The humanoid's spirit returns to
the Material Plane as a specter, retaining its
memories and alignment from before its death.
This specter cannot attack the jack that summoned
it and will obey any orders the jack gives it that do
not conflict with its alignment. It has advantage on
saving throws against being turned. The specter
returns to the afterlife at dawn or iff the jack is
killed.
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Jacky Longlegs
The forests are dark and deep, and the secrets that live The Jack's
Jack s Cough
within it are beyond that of mortal ken. Those that enter, if If a creature fails it initial saving throw against a
they return at all, remember little of the twisting, bramble jacky longlegs' Nausea by 5 or more, it becomes
choked paths that wind through the gnarled heart of the infected with a psionic disease called the Jack's
woods. Those that do remember, those that ventured past the Cough. While infected with the Jack's Cough, a
warnings in search of the missing children, speak of horrors. creature must make a DC 10 Constitution saving
Little bodies, flayed alive and strung in the branches with throw before taking the Dash action or casting a
thorns. Writhing sacks of living flesh, desperate voices spell with verbal components. On a failure, the
shrieking from within. creature becomes overwhelmed by coughing up
And an impossibly tall man with impossibly long claws. A thick black phlegm and sap and cannot attempt to
faceless man in dark formal attire. A man that follows and take the Dash action or cast spells with verbal
components until the beginning of its next turn. At
watches. A man that they call Jacky Longlegs. midnight each night, an infected creature makes a
Psionic Horrors. A jacky longlegs is inscrutable, pursuing DC 16 Wisdom saving throw. If it fails, its Charisma
incomprehensible goals and butchering humanoids without score is reduced by 1d4. If it succeeds by 5 or
clear purpose. Faceless, it speaks no languages and more, it is cured of the Jack's Cough. If the
communicates nothing, though it can touch the minds of creature's Charisma score is reduced to 1 (-5), the
others with the slimy tendrils of its thoughts. The very creature becomes charmed by the jacky longlegs
presence of a jacky longlegs causes nausea and that infected it. Once its Charisma score is reduced
uncontrollable coughing, muddling the mind and foiling to 1 a creature no longer must make a Constitution
divination. To even look at the jacky longlegs causes mental saving throw before taking the Dash action.
damage, and it always knows when it is being looked at. A creature infected with the Jack's Cough is
Those that survive the horror of a jacky longlegs may even psionically linked to the jacky longlegs that
find themselves unable to remember the terrible events. infected it. The jack that infected it is always aware
Those are the lucky ones. The most unfortunate of the jacky of the distance to and the direction of the infected
longleg's victims suffer a terrible disease where their lungs creature. As an action, the jacky longlegs can begin
or stop perceiving through the senses of any
and brains are filled with a poisonous sap, slowly rotting creature infected by it. The jacky longlegs can cast
them from within until they're mere shells of themselves, any of its at will psionic spells on a creature
enslaved to the jack's bizarre will. infected by it regardless of distance so long as the
Bastard Child of Oak. The first jacky longlegs was born creature and the jack are on the same plane of
from the womb of a dryad impregnated by dark dreams from existence.
beyond the stars. Her belly swelled with madness and horror
and her flesh was ripped asunder by the abomination that
gestated within her. Now the dream has taken root in the
world, and other dryads find the same corruption planted in
their wombs, clawing at their minds and devouring their
flesh.
These wretched perversions of the natural order still bear
traits of their tree mothers. They can step through trees, just
like their dryad mothers, and they bear many of the same
strengths and weaknesses of wood. Though weak to the
burning of flame and the chopping of axes, the tough flesh of
a jacky longlegs is immune to clubs and fists. Their
motivations, however, are entirely alien. These abominable
children of corrupt nature find little love among the fey
courts, though the scheming hags, the psionic meenlocks,
and the bloodthirsty redcaps all find these terrible creatures
appealing.
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Springheel Jack
High society is glamorous, filled with all the comforts of Springheel Jack
wealth. Those that sit at the very top, who control the Medium fey (any humanoid race except tiefling),
monopolies and own the slums, make their money off the chaotic evil
backs of the poor. They take and take and take without
concern for the lives they ruin. From this nest of indolence Armor Class. 19
and greed is born the spirit of the springheel jack, a living Hit Points. 97 (13d8 + 39)
impulse of sociopathy that possesses the callous members of Speed. 30 ft., climb 30 ft.
high society to compel them to kill the lower class for sport.
The First Kill. Possession takes time. It starts with the STR DEX CON INT WIS CHA
spirit simply whispering hatred into the back of the noble's
mind. It isn't until the noble finally succumbs that the spirit 18 (+4) 20 (+5) 17 (+3) 13 (+1) 14 (+2) 18 (+4)
can finally possess its target. Once possessed, the spirit
transforms its host, making their appearance fiendish and Saving Throws: Str +7, Dex +8, Cha +7
cruel, causing their foreheads to sprout curved horns and Skills. Acrobatics +8, Perception +5, Stealth +8
their eyes to gleam with a cruel light. Those possessed by the Damage Vulnerabilities bludgeoning, piercing, and
slashing damage from silvered weapons
spirit of the springheel jack will typically use magical spells Senses. darkvision 120 ft., passive Perception 15
and amulets to disguise their fiendish appearance. Languages. any two languages
Interestingly, tieflings cannot be possessed by the spirit of the Challenge. 8 (3,900 XP)
springheel jack, perhaps somehow due to their fiendish
ancestry. Avoidance. If the springheel Jack is subjected to an
Violence for Violence Sake. The spirit of the springheel effect that allows it to make a Dexterity saving
jack does not overtake the mind of its host. The possessed throw to take only half damage, it instead takes no
noble still has full agency of their actions. However, the power damage if it succeeds and only half if it fails.
granted to them by the spirit residing in them reveals their
true nature, drawing out the cruelty and bloodthirstiness Feather Fall. So long as the springheel Jack is not
already innate in their souls. The springheel jack is a killer restrained, incapacitated, or unconscious, it takes
without consequence. It can leap effortlessly out of melee and no damage from falling any distance.
land without a scratch from any height. It can dodge fire and Pounce. If the springheel Jack moves at least 20 ft.
lightning as easily as it spits fire at the poor, allowing it to straight toward a creature and then hits it with a
evade any attempt to stop its fun. Only silver can frighten a claw attack on the same turn, that target must
springheel jack, as it burns their skin at even just a touch. succeed on a DC 15 Strength saving throw or be
Observant visitors to the springheel's home will notice that knocked prone.
no silver can be found anywhere in its house. Springheel Leap. The springheel Jack's long jump is
up to 60 ft. and its high jump is up to 50 ft., with
or without a running start, and creatures have
disadvantage on opportunity attacks made on it
when it jumps.
Unearthly Grace. The springheel Jack's AC includes
its Charisma modifier.
Actions
Multiattack. The springheel Jack can use its Frightful
Presence. It then makes two claw attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 12 (2d6 + 5) slashing damage
Fiery Spittle (Recharge 5-6). Ranged Weapon Attack:
+8 to hit, reach 30/60 ft., one creature. Hit: 21
(6d6) fire damage.
Frightful Presence. Each creature of the springheel
Jack's choice that is within 60 feet of the
springheel Jack and aware of it must succeed on a
DC 15 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the
effect on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
immune to the springheel Jack's Frightful Presence
for the next 24 hours.
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Jaebrin Jaebrin
The jaebrin are conniving schemers and tricksters that Medium fey, chaotic neutral
masquerade as fools. Appearing human in almost every way,
their defining feature is a large mouth filled with needle-like Armor Class. 12
teeth that deliver a mind altering venom. These fey like to Hit Points. 22 (4d8 + 4)
create mischief, often going to great lengths to do so. some Speed. 30 ft.
work for powerful fey that wish to place a destabilizing
element in a city or royal court, while others simply cause
mischief for the pleasure of it. STR DEX CON INT WIS CHA
Playing the Fool. The jaebrin are not strong, so their 10 (+0) 14 (+2) 13 (+1) 15 (+2) 8 (-1) 12 (+1)
greatest defense is misdirection. They play harmless, pathetic
fools at every opportunity, affecting lisps and bizarre vocal Saving Throws: Dex +4
tics to make themselves appear idiotic and engaging in Skills. Acrobatics +4, Deception +3, Perception +1,
pratfalls and buffoonery to appear clumsy. They use clothing Performance +3, Sleight of Hand +4, Stealth +4
or magic to disguise their rather distinctive mouths to avoid Condition Immunities. charmed
alarming people. Most cunning of all, a jaebrin is naturally Senses. passive Perception 11
immune to enchantment magic, and can pretend to fall victim Languages. Common, Halfling, Sylvan
to it in order to further its own goals. Challenge. 1 (200 XP)
Actions
Multiattack. The jaebrin makes two weapon attacks
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage and
the target must succeed on a DC 11 Constitution
saving throw or be poisoned for 1 minute. While
poisoned in this way, the target has disadvantage
on Wisdom saving throws.
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 5 (1d6 + 2) piercing
damage
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Joystealer
Once there was a child born without a heart. Her mother was Joystealer
distraught, for she could feel no heartbeat inside her Small fey, neutral evil
daughter's chest. Though the baby moved and nursed just Armor Class. 13
like a regular infant, it would neither laugh nor cry. Hit Points. 82 (15d6 + 30)
Desperate, the mother begged Baba Yaga to help her. The Speed. 35 ft.
hag told her to feed the infant milk from her right breast and
blood from her left breast. The mother did this, and soon her
daughter was crying when hungry and laughing when STR DEX CON INT WIS CHA
delighted. However, the mother did not realize the price of 10 (+0) 16 (+3) 15 (+2) 6 (-2) 14 (+2) 1 (-5)
this, for she was in fact feeding her child her own heart.
Soon, the mother was drained of all emotion, feeling neither Damage Resistances. cold, fire, lightning, thunder
love for her child nor sorrow for herself. The mother stopping Damage Vulnerabilities psychic
feeding both her child and herself, dying not long after. The Senses. special (see Empathic Sight below), passive
child, however, wasted away into an invisible specter, hungry Perception 12
for more emotion. This was the first joystealer. Languages. telepathy 30 ft
Eaters of Happiness. Joystealers are invisible, incorporeal Challenge. 5 (1,800 XP)
spirits, unable to feel emotions. To fill this emptiness in
themselves, they consume the emotions of others, draining Empathic Sight. The joystealer can see any creature
their souls of joy, sorrow, rage, and fear. In this process, they within 60 feet of it on both the Ethereal Plane or
gain flesh of their own, revealing themselves to resemble Material Plane as if with truesight as long as that
children. They experience these consumed emotions for as creature has emotions, regardless of which plane it
long as possible, slowly fading back into nothing over time. currently occupies. The joystealer cannot perceive
Those who fall victim to the predations of a joystealer may or even conceive of entities without emotions,
find themselves permanently drained of emotions, unable to such as creatures under the effects of the
feel even fear for their own lives. mindblank spell as well as mindless constructs and
undead. Creatures under the effects of calm
emotions are perceived by the joystealer as if they
Apathy Level were under the effects of blur, imposing
disadvantage on all attacks the joystealer makes on
The feeding of a joystealer drains its targets of their
them. A joystealer has advantage on attack rolls
emotions, rendering them impassionate husks of
against a creature that is experiencing extremely
their former selves. Depending on how much a
intense emotions, such as while raging, suffering
target's Charisma is reduced, the following effects
from the frightened condition, or under the effects
apply:
of tasha's hideous laughter.
Charisma 6-8 . The target feels emotions
distantly. Disadvantage on Charisma skill checks. Ethereal Curse. The joystealer exists on the Border
The Charisma reduction lasts until the target Ethereal so long as its Charisma is lower than 2. If
completes a long rest. its Charisma is 3 or higher, it immediately shifts to
Charisma 3-5. Disadvantage on Charisma and the Material Plane, and it shifts back to the Border
death saving throws as well as Charisma skill Ethereal if its Charisma is lowered to 2. While it is
checks. The Charisma reduction can be cured with on the Border Ethereal, the joystealer can target
remove curse, lesser restoration or similar magic. creatures on the Material Plane with its Touch
Charisma 2. The target's emotions are completely attack, but only if they are experiencing a powerful
consumed, rendering them incapable of feeling any emotion.
emotion. The creature gains the following flaw,
which can only be cured with greater restoration, Actions
dispel evil and good or similar magic:
Dead Heart. “I feel nothing.” You have Multiattack. The joystealer makes two Touch attacks
disadvantage on Dexterity, Charisma, and death
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
saving throws as well as Charisma skill checks.
one creature. Hit: 16 (3d8) psychic damage. The
Additionally, you cannot feel any emotions. You
target must succeed on a DC 13 Wisdom saving
cannot rage or gain inspiration and are immune to
throw or have its Charisma score reduced by 1d4
the frightened condition and spells that produce
(the results of this Charisma reduction are detailed
emotions, such as tasha's hideous laughter.
in the Apathy Level sidebar). When the joystealer
reduces a creature's Charisma with this effect, the
joystealer's own Charisma is increased by the same
amount. The joystealer loses 1d4 points of
Charisma every hour after it has last fed.
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Kappa
Kappas are bad mannered river fey. They resemble nothing Kappa
so much as humanoid turtles with slightly duck like features Small fey, chaotic neutral
a bowl-like divet in their skulls in which they balance a small Armor Class. 18 (natural armor)
amount of water when not swimming. While these bowl Hit Points. 27 (6d8)
remains full, a kappa is all but invincible, but should this Speed. 30 ft.,
water be spilled the kappa will begin to suffocate and loses
many of its powers, lending them to adopt a strangely rigid
posture when walking on dry land. STR DEX CON INT WIS CHA
Clever Bullies. Kappas are totally oblivious to the 16 (+3) 17 (+3) 10 (+0) 7 (-2) 14 (+2) 11 (+0)
struggles of others, even their own kin, and will never come
to the aid of another creature unless it benefits them. They Saving Throws: Str +5, Dex +5
love the discomfort of others, finding it hilarious when they Skills. Acrobatics +5, Athletics +5, Perception +4
offend the delicate sensibilities of landwalkers. They like to Senses. passive Perception
spy on bathing humanoids, and often take up residence near Languages. Common, Sylvan
onsen. However, if a creature impresses them enough Challenge. 2 (450 XP)
through deference, skill, or raw intimidation they may offer to
teach them some of their skills. Such a humanoid may be Conditional Airbreather. The kappa can breathe
taught the secrets of grappling known only to kappas. water. Additionally, so long as the bowl in its skull
remains filled with water
Grappler. The kappa has advantage on grapple
checks and saving throws, ignoring penalties
imposed on grappling a Medium target, as well as
on saving throws to resist being knocked prone.
Head Bowl. The indentation on the top of the
kappa's head is filled with water when not
underwater. If this water is spilled from its head, the
kappa loses its Grappler and Regeneration trait and
has disadvantage on all attack rolls and Strength
checks until it is refilled. Normal movement and
actions, including combat, do not cause the water
to spill. The water can be spilled if an opponent
succeeds on an opposing grapple check against the
kappa or if the kappa is knocked prone.
Regeneration. The kappa recovers 5 hit points at the
start of its turn as long as it has water in its head
bowl. The kappa only dies if it starts its turn with 0
hit points and does not regenerate.
Actions
Multiattack. The kappa makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6 + 3) slashing damage.
Grab. One creature within 5 feet of the kappa must
succeed on a DC 15 Strength or Dexterity saving
throw or become grappled by the kappa. On a
successful grapple, the kappa can pull the creature
up to 15 feet in any direction. The grappled
creature or a creature within 5 feet of the grappled
creature can use its action to make a Strength
(Athletics) check against the kappa's opposing
Strength (Athletics) check, freeing the grappled
target on a success. The kappa makes the saving
throw with advantage if its Grappler feature is
active.
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Leprechaun
Leprechauns are the border folk. They live their lives on the Leprechaun
edges between things; between the mortal realm and the Tiny fey, chaotic neutral
Feywild, fortune and ruin, night and day, rain and sun. Armor Class. 13
Looking like small, red haired halflings dressed up in fine Hit Points. 55 (10d6 +20)
clothes, leprechauns are easily identified by their fondness Speed. 40 ft
for green and gold.
Elusive and Mischievous. Leprechauns prefer to remain
unseen by the mortal races, staying hidden by invisibility STR DEX CON INT WIS CHA
whenever they can. They can't resist pranks, though, and 13 (+1) 17 (+3) 15 (+2) 18 (+4) 19 (+4) 17 (+3)
delight in hiding keys, pulling chairs, and spilling milk. If
especially insulted, their jokes may become malicious, even Saving Throws: Dex +5
deadly. Skills. Insight +6, Performance +5, Stealth +5
Spreaders of Luck. A leprechaun has the ability to bless Damage Resistances. bludgeoning, piercing, and
someone with good luck or to curse them with bad luck. They slashing damage from non-magical weapons,
may use this to reward a particularly clever mortal for their cold
quick wit, or to punish a dull human for being boring. Senses. passive Perception 14
Treasure Lovers. Leprechauns love beautiful things, and Languages. Common, Gnomish, Halfling, Sylvan
especially value gold and emeralds. An adventurer who offers Challenge. 4 (1,100 XP)
them these treasures will find a leprechaun far more
receptive to their requests. A leprechaun never willingly parts Innate Spellcasting. The leprechaun's innate
with their treasure, creating illusory coins and gems if spellcasting ability is Charisma (spell save DC 13
pressed into doing so by greedy mortals. However, if a mortal +5 to hit with spell attacks). It can innately cast the
does successfully steal a leprechaun's treasure, they'll find following spells, requiring no material components:
the leprechaun to be willing to do almost anything to recover At will: bane, bless, dancing lights, mage hand,
it. minor illusion, misty step, prestidigitation,
Children of Oberon. The legend goes that once while he shillelagh
was out roaming in the form of a stag, Oberon stumbled
across a halfing village and met Yondalla, their patron 3/day each: chromatic orb, color spray, creation
goddess. Not knowing that the stag was in fact a fey lord, (gold or emeralds only), major image
Yondalla kindly fed Oberon a carrot from their bountiful Lucky (1/Round). If the leprechaun fails an attack
garden. The Green Lord was baffled. Never before had he roll, skill check, or saving throw, it can choose to
known such a simple kindness. Soon Oberon was visiting the reroll, using the higher roll.
village every day in a different shape, hoping to experience Magic Resistance. The leprechaun has advantage on
the simple, wholesome kindness of Yondalla again. saving throws against spells and other magical
Eventually, Oberon's fascination turned to infatuation, effects.
which he professed to Yondalla, telling her of how he had
visited her over and over to experience her kindness. To his Actions
surprise, though, the goddess gently turned him down, Multiattack. The leprechaun makes two attacks with
stating that though she was flattered by his adoration, she its shillelagh
could not give him what he needed. Instead, she gave him a
seed from her garden and told him to give it to the one he Shillelagh. Melee Spell Attack: +5 to hit, reach 5 ft.,
truly loved. Oberon, somewhat embarrassed, went to the one creature. Hit: 7 (1d8 + 3) bludgeoning damage
palace he had built for his wife Titania and planted the seed Fortune's Touch. The leprechaun targets one
at its base. Quickly, that seed grew into a four leafed clover, creature that it can see within 60 feet of it. That
from which sprang Squelaiche, the first leprechaun, who creature must succeed on a DC 13 Charisma saving
became Titania's most beloved jester. throw or become affected by Fortune's Touch (the
To this day, Oberon still harbors a great fondness for the creature can choose to fail the saving throw). For
people of Yondalla, a fondness shared by the leprechauns the next 24 hours, or until the leprechaun uses this
who were born from his infatuation. They will often live along action again or dies, the creature either has
the borders of halfling villages, where they lend their aid in advantage or disadvantage on all attack rolls, skill
protecting the villages from harm and spreading Yondalla's checks, and saving throws (the leprechaun's
blessing of luck to her people. choice). The leprechaun can only affect one
creature with this at a time. Once a creature has
been affected by this skill, it cannot be effected by
it again for 24 hours.
Superior Invisibility. The leprechaun magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment that the
leprechaun is wearing is invisible with it.
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Lillend Lillend
A lillend looks like a lithe, muscular elf with a long, Large celestial (snake), chaotic good
serpentine tail for legs and a pair of magnificent wings on its
back. Its scales and wings shimmer like jewels and its eyes Armor Class. 15 (natural armor)
are sharp and alert, taking in every detail around it. Its Hit Points. 82 (11d10 + 22)
movements are graceful and powerful. These are the Speed. 20 ft., fly 60 ft.
guardians of art and glory, who sing the stories of glorious
battle across their homeplane of Ysgard and throughout the
Material Plane and the Feywild. STR DEX CON INT WIS CHA
Beloved by the Divine. The lillends are the tellers of the 20 (+5) 17 (+3) 15 (+2) 14 (+2) 16 (+3) 18 (+4)
great tales. They know the lays of all the greatest heroes of
the planes, those who have fought impossible battles in the Saving Throws: Dex +6, Wis +6, Cha +7
defense of love, family, and honor, seekers of glory and Skills. Nature +5, Perception +6, Performance +7,
justice. They sing their stories across the Upper Planes, Persuasion +7
keeping the stories of long dead heroes alive. Damage Resistances. bludgeoning, piercing, and
Beloved by the Fey. With their iridescent scales, effortless slashing damage from non-magical weapons
grace, and beautiful voices, the lillend are naturally adored by Senses. darkvision 60 ft., passive Perception 16
the fey. A lillend may occasionally take up residence in an Languages. Celestial, Draconic, Elven, Giant, Sylvan
unspoiled wilderness in the Feywild or the Material Plane, Challenge. 6 (2,300 XP)
taking inspiration from the raw, authentic beauty of the
physical world and defending it from those that would despoil Innate Spellcasting. The lillend's innate spellcasting
it. These lillend naturally ally with the local fey, though they ability is Charisma (spell save DC 15, +7 to hit with
usually maintain a strained relationship with the evil fey. spell attacks). It can innately cast the following
spells, requiring no material components:
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Mercane Mercane
The multiverse is filled with spectacular marketplaces: the Large fey, lawful neutral
sweltering souks of the City of Brass, the claustrophobic
markets of Sigil, the treacherous bazaars of Azzagrat, the Armor Class. 13 (16 with mage armor)
cramped Goblin Market of Nachtur; all are home to Hit Points. 93 (11d10 + 33)
magnificent treasures and terrible dangers. In these places of Speed. 35 ft
commerce, one might see a tall, blue skinned figure bartering
for a particularly handsome magic item, flanked by swarthy
guardians. Its robes are of the finest silk and its three-jointed STR DEX CON INT WIS CHA
fingers are decked with magnificent jewels. This is a 14 (+2) 16 (+3) 16 (+3) 20 (+5) 17 (+3) 15 (+2)
mercane, a fey from another world.
Outsiders. The mercane are mysterious immigrants to this Saving Throws: Wis +6
multiverse from a dying reality. In their home they were kings Skills. Arcana +8, Deception +5, Insight +6,
and queens, but in this world they had nothing. They quickly Investigation +8, Perception +6, Persuasion +5
learned to utilize their skills in negotiation to give them an Senses. passive Perception 16
edge in commerce, and now they ply their trade throughout Languages. Abyssal, Celestial, Common, Draconic,
the planes. Having no homeplane of their own, the mercane Infernal, Primordial, Sylvan
make their homes in their specially designed caravans, which Challenge. 5 (18,000 XP)
allow them to travel the multiverse with all their merchandise
in tow. Innate Spellcasting. The mercane's innate
As they are not part of the natural world, the mercane have spellcasting ability is Charisma (spell save DC 13).
little interest in the realms of the Feywild. Some may become It can innately cast the following spells, requiring
favored diplomats and negotiators for a fey lord, but the no material components:
untamed wilderness of the dream of the natural world holds 3/day each: dimension door, invisibility
little appeal for the fussy mercane. They are far more likely to
settle down in a planar metropolis such as Sigil, Azzagrat, or 1/day each: plane shift (may be used to transport
the City of Brass. its caravan and all its contents and passengers)
Bodyguards. Though they are all trained in arcane magic, Magic Resistance. The mercane has advantage on
the majority of that skill is dedicated to their commercial saving throws against spells and other magical
ventures. Therefore, the mercane prefer to rely on hired effects.
muscle for their protection. If combat becomes unavoidable, Spellcasting. The mercane is a 9th level spellcaster.
a mercane will make itself scarce, preferring to teleport away Its spellcasting ability is Intelligence (spell save DC
and become invisible to allow its bodyguards to handle the 16, +8 to hit with spell attacks). The mercane has
situation. Should they be pressed into combat, a mercane will the following wizard spells prepared:
rely on its magical training to protect it. cantrips: mage hand, mending, message, shocking
Gifts. There is a piece of wisdom among the merchants of grasp
the planes: “Never accept a fairy gift.” Wise advice under any
situation, but especially wise when dealing with the mercane. 1st level (4 slots): comprehend languages, detect
When receiving a gift from a mercane, it is imperative that a magic, identify, mage armor
gift of equal or greater value be given in return. Otherwise, 2nd level (3 slots): arcane lock, detect thoughts,
the creature's soul belongs in part to the mercane. see invisibility
3rd level (3 slots): counterspell, dispel magic,
Giftgiver tongues
Should a creature receive a gift from a mercane 4th level (3 slots): Leomund's secret chest,
without giving it a treasure of equal or greater Mordenkainen's faithful hound, phantasmal killer
value, the creature becomes beholden to the 5th level (1 slots): legend lore
mercane's whims. Until the creature gives the
mercane a treasure of equal or greater value, they
have the following flaw. If the creature gives the
Actions
item to another creature, then both the original Shortsword. Melee Weapon Attack: +6 to hit, reach
creature and the new creature become cursed. 5 ft., one creature. Hit: 10 (2d6 + 3) piercing
damage
Gifted. “I am beholden to the will of the mercane who
gave me a great gift.” You are charmed by the mercane
you are bound to. Once per day, this mercane can issue a
command to you as if casting geas at 9th level, which
you automatically fail the saving throw for. You cannot
be under more than one command of this nature at a
time.
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Movanic Deva
Movanic devas are among the most beautiful of the angels. Movanic Deva
Their milky white hair and complexions bear a distinctly Medium celestial, lawful good
elven quality, with slender yet muscular bodies that move Armor Class. 17 (natural armor)
with an effortless grace. Movanic devas are charged by their Hit Points. 42 (5d8 + 20)
deities with the defense of the natural world and with Speed. 30 ft., fly 90 ft.
maintaining the delicate balance of life and death. As such,
movanic devas are most commonly found within the tangled
forests of the Feywild, the grim fields of the Shadowfell, and STR DEX CON INT WIS CHA
the wild places of the Material Plane, though their duties may 17 (+3) 18 (+4) 19 (+4) 16 (+3) 22 (+8) 18 (+6)
take them to into the unfathomable reaches of the Positive
and Negative Energy Planes, where all life and unlife Saving Throws: Wis + 8, Cha +6
originate. Skills. Medicine +8, Nature +5, Perception +8
Quiet Strength. Movanic devas are the gentlest and most Damage Resistances. radiant; bludgeoning, piercing,
soft-spoken of the angels, though that should not be mistaken and slashing damage from non-magical weapons
for weakness. Though they do not pursue the more glorious Damage Immunities. necrotic
goals of their cousins the astral devas, movanic devas are not Condition Immunities. charmed, exhaustion,
to be trifled with. They spend years at a time disguised as frightened
animals or humanoids, quietly observing the natural world, Senses. darkvision 120 ft., passive Perception 18
always prepared to act in its defense. Not as mighty as many Languages. Celestial, Sylvan, telepathy 120 ft.
celestials, movanic devas are most likely to seek out heroes Challenge. 4 (1,100 XP)
and act as their guides, though it will gladly give up its life in
defense of the natural world. Movanic devas are most Angelic Weapons. The deva's weapon attacks are
concerned with rooting out and slaying the undead as the magical. When the deva hits with any weapon, the
greatest perversions of natural life, though they will gladly weapon deals an extra 1d8 radiant damage
fight against incursions of fiends or abominations from the (included in the attack).
Far Realm. Innate Spellcasting. The deva's innate spellcasting
Fey Courtiers. Being as bright and as beautiful as they are, ability is Charisma (spell save DC 14, +6 to hit with
movanic devas are always welcome among the Summer spell attacks). It can innately cast the following
Court of Titania, who finds their stoic thoughtfulness and spells, requiring no material components:
unshakable nobility to be a delightful counterpoint to the At will: detect evil and good
feckless behavior of her court. Titania often has a movanic
deva or two visiting her court as an ambassador from a god, 1/day each: commune, commune with nature
though they rarely linger for long. The cut throat intrigue and Magic Resistance. The deva has advantage on saving
thoughtless cruelty of fey politics hold little appeal for angels. throws against spells and other magical effects.
Soothing Natural Presence. Unless magically
compelled, beasts and plants will never voluntarily
attack the deva.
Actions
Multiattack. The deva makes longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 7 (1d8 + 3) slashing
damage or 8 (1d10 + 3) slashing damage if used
with two hands to make a melee attack, plus 7
(2d6) radiant damage.
Change Shape. The deva magically polymorphs into
a humanoid or beast that has a challenge rating
equal to or less than its own, or back into its true
form. It reverts to its true form if it dies. Any
Equipment it is wearing or carrying is absorbed or
borne by the new form (the deva's choice).
In a new form, the deva retains its game Statistics
and ability to speak, but its AC, Movement modes,
Strength, Dexterity, and Special senses are replaced
by those of the new form, and it gains any Statistics
and capabilities (except Class Features, legendary
actions, and lair actions) that the new form has but
that it lacks.
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Nat
The nat are distant cousins of the hobs. They are divinely Einsaung Nat
assigned guardians of specific locations of importance, Small fey, chaotic good
existing entirely outside the petty politics of the fey courts Armor Class. 12
and possessing great reverence for the gods. All three Hit Points. 10 (3d6)
varieties are humanoid in appearance, with brightly colored Speed. 30 ft.
skin, tangled black hair, and sharp claws and fangs.
Unseen Guardians. They prefer to remain in the Ethereal
Plane whenever they can, avoiding notice as they observe STR DEX CON INT WIS CHA
events on the material plane. They follow their duties to the 7 (-2) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 13 (+1)
best of their abilities, but will become troublesome if not
given gifts of food. Saving Throws: Dex +4
Skills. Insight +3, Perception +3, Stealth +4
Einsaung Nat Damage Resistances. fire, lightning
Small household spirits with bright red skin, the einsaung Damage Immunities. poison
nat are assigned to safeguard and bless especially important Condition Immunities. poisoned
Senses. darkvision 60 ft., passive Perception 13
or devout families. A home with an einsaung nat in it will Languages. Celestial, Sylvan, and the language of the
always have good luck, and will never be troubled by restless home to which it is assigned, typically Common
ghosts or wicked fiends. An einsaung nat cannot leave the Challenge. 1 (200 XP)
property of its home, living there for generations, so it will
defend it to the bitter end. Empowered Strikes. The nat's weapon attacks count
Shy But Fiesty. Though they are exceedingly shy and hate as magical for the purpose of overcoming damage
combat, they take their duties as guardians very seriously. reduction.
Intruders into their homes will find themselves stymied at
every turn by bad luck. However, they don't like being seen by Ethereal Jaunt. As a bonus action, the nat can
anyone, so they rarely show their faces. If their assigned magically shift from the Material Plane to the
family chooses to move to a new home, the einsaung nat can Ethereal Plane, or vice versa.
be carried to the new home in a basket if one is left open and Ethereal Sense. The nat's sense extend 60 ft. into
the family politely asks them to come with them. They will the Ethereal Plane when it is on the Material Plane,
only go along with them if the basket is left unobserved, and vice versa.
though will forgive a child for peaking. Innate Spellcasting. The nat's innate spellcasting
ability is Charisma (spell save DC 11, +3 to hit with
The Home of the Einsaung Nat spell attacks). It can innately cast the following
The home that an einsaung nat lives in is suffused by its spells, requiring no material components:
positive influence, which creates one or more of the following
effects: At will: detect magic, detect poison and disease,
purify food and drink
Fiends and undead can't enter the home, nor can such 1/day each: dream, lesser restoration, dispel evil
creatures charm, frighten, or possess creatures within it. and good
Any creature charmed, frightened, or possessed by such a Magic Resistance. The nat has advantage on saving
creature is no longer charmed, frightened, or possessed throws against spells and other magical effects.
upon entering the home.
All creatures of the nat's choice within the home add 1d4 Actions
to all ability checks, attack rolls, and saving throws. As an
action, the nat can end, begin, or reverse this effect for any Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
number of creatures within of the home, causing them to one creature. Hit: 4 (1d4 + 2) piercing damage
subtract 1d4 from all ability checks, attack rolls, and
saving throws.
Divination magic cannot view what happens within the
home. Spells such as clairvoyance and scrying will fail to
enter the home.
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Actions
Multiattack. The nat makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 4 (1d6 + 1) slashing damage
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Lu Nat
Lu nat are tall, gangly nat with bright blue skin. These cruel Lu Nat
and foul tempered fey are sent to torment towns of the Medium fey, lawful evil
impious for their transgressions. They reside in graveyards,
but the entire town is their domain, and when night falls and Armor Class. xxx (natural armor)
they enter the Material Plane to spread disease to the Hit Points.
unrighteous. Speed. 30 ft.
Divine Punishment. A town will be cursed with a lu nat if
its influential inhabitants show great disdain for the edicts set STR DEX CON INT WIS CHA
down by the gods. Over time its residents will notice that they
are becoming sick more easily and that animals and plants 14 (+2) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 11 (+0)
grow thin and sickly. Important public figures will take ill
without warning, and machinery breaks down. This Skills. Intimidation +2, Perception +2, Stealth +3
continued stress and anxiety can lead to a riot against the Damage Resistances. fire, lightning
perceived unbelievers in the community, an event the lu nat Damage Immunities. poison
finds endlessly amusing. Condition Immunities. poisoned
A town can correct its behavior to stop the lu nat's torment. Senses. darkvision 60 ft., passive Perception 12
Should the people of the community gather together to Languages. Celestial, Sylvan, and the language of the
village to which it is assigned, typically Common
identify the issue and rectify it, the lu nat will stop tormenting Challenge. 4 (1,100 XP)
them. However, a lu nat also is tasked to ensure that its
lesson has taken, so it will remain in the town's graveyard for Empowered Strikes. The nat's weapon attacks count
many years to come to catch them if they relapse as magical for the purpose of overcoming damage
reduction.
The Village of the Lu Nat
The village that a lu nat torments is heavy with its presence, Ethereal Jaunt. As a bonus action, the nat can
which creates one or more of the following effects: magically shift from the Material Plane to the
Ethereal Plane, or vice versa.
Mutilated animal carcasses will be found on the doorsteps
of those who have recently transgressed against their god. Ethereal Sense. The nat's sense extend 60 ft. into
Beasts and humanoids have disadvantage on Constitution the Ethereal Plane when it is on the Material Plane,
and vice versa.
saving throws while inside the town.
As a bonus action, the nat can target one creature within Innate Spellcasting. The nat's innate spellcasting
its town. The target must succeed on a DC 11 ability is Charisma (spell save DC 10, +2 to hit with
Constitution saving throw or become infected with Sight spell attacks). It can innately cast the following
Rot. spells, requiring no material components:
3/day each: stinking cloud
1/day each: dream
Magic Resistance. The nat has advantage on saving
throws against spells and other magical effects.
Smell Sin. The nat can detect by scent whether a
humanoid is faithful to a god. In addition, it can
identify by scent if the target has knowingly
committed a sin against the god they believe in
within the last month. This sense extends to both
the Material Plane and the Ethereal Plane,
regardless of which plane the nat currently
occupies.
Actions
Multiattack. The nat makes three attacks: two with
its claws and one with its bite.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) slashing damage
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage
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Nymphs
Nymphs are physical embodiments of the beauty of nature Ashira
whose lives are bound either to a location such as a tree or a Medium fey (animus), neutral good
mountain, an object such as a mantle or a veil, or a natural Armor Class. 11
phenomenon such as a flame or a cloud. Whether male or Hit Points. 27 (5d8 + 5)
female, a nymph is always heartbreakingly lovely and Speed. 30 ft.
incredibly perilous.
Nymphs by CR STR DEX CON INT WIS CHA
Monster CR Source
10 (+0) 12 (+1) 13 (+1) 13 (+0) 15 (+2) 16 (+3)
Ashira 0
Dryad 1 Monster Manual Skills. Perception +4, Stealth +3
Senses. passive Perception 14
Forlarren 1 Languages. Common, Midani, Sylvan
Muse 1 Challenge. 0 (10 XP)
Mycodryad 1
Goodberry (3/Day). The ashira's innate spellcasting
Vestal 1 ability is Charisma. It can innately cast goodberry,
Glaistig 2 requiring no material components:
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Bisan
Bisan are nymphs who are specifically tasked with the Bisan
protection of trees that are highly valued for their sap, gum, Medium fey (animus, shapechanger), lawful neutral
bark, or wood; such as teak, camphor, cinnamon, and
sandalwood. They are highly devoted to their task, and will Armor Class. 12
defend their trees ferociously, transforming into furiously Hit Points. 60 (11d8 + 11)
buzzing swarms of wasps at the first sign of trouble. Speed. 30 ft. (5 ft., fly 30 ft. in swarm form)
Actions
Stings (Swarm Form Only). Melee Weapon Attack:
+4 to hit, reach 0 ft., one target in the swarm's
space. Hit: 10 (4d4) piercing damage, and the
target must make a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed
while poisoned in this way.
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Boreal
The boreal are the children of the northern lights, spirits of Boreal
fleeting radiance. Naive and passionate, they tumble through Medium fey (animus), chaotic good
the night skies searching for partners to dance with. They
carry with them a fragment of the aurora that birthed them in Armor Class. 15
the form of a veil that they wear at all times, and their lives Hit Points. 71 (13d8 + 13)
are brief, intrinsically tied to the auroras from which they Speed. 0 ft. fly 60 ft. (hover)
emerge
Short Lived. The tragedy of a boreal is that it is doomed to STR DEX CON INT WIS CHA
perish once the aurora that birthed it ceases. As such, they
rarely live beyond a single night, living their brief lives in a 11 (+0) 20 (+5) 13 (+1) 14 (+2) 15 (+2) 18 (+4)
fugue of passion and glory before winking out of existence.
The boreals are content with this, viewing their brief Saving Throws: Dex +7, Wis +4, Cha +6
existences as one magnificent adventure. Damage Vulnerabilities fire
Damage Immunities. cold, radiant, necrotic
Senses. passive Perception 12
Languages. Auran, Celestial, Sylvan
Challenge. 3 (700 XP)
Actions
Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 7 (1d6 + 4) radiant damage plus 4
(1d8) cold damage.
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Glaistig
Glaistigs are far more dangerous than other nymphs due to Glaistig
their vampiric nature. They delight in luring young men and Medium fey (animus), neutral evil
women into their ponds and streams and then draining them
of all their blood. They can be easily distinguished from other Armor Class. 13
nymphs by their goat legs, which they will try to conceal from Hit Points. 52 (8d8 + 16)
strangers, and they will fly into a rage if any human points out Speed. 30 ft., swim 40 ft.
their goat legs. Despite their fondness of humanoid blood,
they do not harm cattle or other farm animals, and will in fact STR DEX CON INT WIS CHA
often guard herds of cattle from predators. They may even
gain a fondness for the families that herd those cattle for a 13 (+1) 16 (+3) 14 (+2) 15 (+2) 16 (+3) 17 (+3)
living and take to watching over their children.
Skills. Perception +5, Stealth +5
Senses. passive Perception 15
Languages. Common, Halfling, Sylvan
Challenge. 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one willing creature, or a creature that is
incapacitated or restrained. Hit: 6 (1d6 + 3)
piercing damage plus 4 (1d8) necrotic damage, and
the glaistig recovers hit points equal to the necrotic
damage dealt.
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Gruvrået
Gruvrået are unusual among the fey. Rather than despising Gruvrået
the humanoid races for their forays into the natural world, the Medium fey (animus, shapechanger), neutral
gruvrået adore them for their ingenuity. They delight in seeing
the myriad tunnels that men and dwarves dig in their quest Armor Class. 16 (natural armor)
for ore and gems, and are pleased whenever a new device or Hit Points. 34 (4d8 + 16)
technique makes a mine safer or more efficient. Though Speed. 30 ft., burrow 30 ft.
rarely seen, they always look like attractive dwarves with well
kept beards. STR DEX CON INT WIS CHA
Protectors. A gruvrået is extremely protective of both its
mine and the people who work in it. A gruvrået's mine is far 16 (+3) 12 (+1) 18 (+4) 14 (+2) 15 (+2) 18 (+4)
safer than any other mine; cave-ins are less frequent, gas
leaks are detected earlier, and aggressive subterranean life is Skills. Intimidation +6, Perception +4, Stealth +3
extremely uncommon. Should a gruvrået's mine be Damage Resistances. bludgeoning, piercing, and
threatened by invaders such as orcs, it will assume a slashing damage from non-magical weapons
frightening shape and drive the invaders away. As such, highly Senses. darkvision 120 ft., tremorsense 120 ft.,
successful mines are often said to be “courting a gruvrået,” passive Perception 14
and are highly sought after. However, should a gruvrået be Languages. Dwarvish, Sylvan, Terran, Undercommon
Challenge. 3 (700 XP)
disrespected, its wrath can be terrible.
Abandoment. No mine lasts forever. Eventually its
resources run out. When that happens, the miners pack up Earth Glide. The gruvrået can burrow through
nonmagical, unworked stone and earth. While
their things and move on to the next promising vein. doing so, the gruvrået doesn't disturb the material
However, a gruvrået cannot leave so easily, bound as it is to it is moving through.
the earth itself. A gruvrået of an abandoned mine may
descend into madness, consumed by bitter loneliness until its Innate Spellcasting. The gruvrået's innate
sorrow and anger permeate the very stones. Such mines are spellcasting ability is Charisma (spell save DC 14,
considered haunted and are avoided at all costs. +6 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
3/day each: charm person, speak with animals,
stone shape
1/day each: heat metal, wall of stone
Magic Resistance. The gruvrået has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The gruvrået's weapon attacks are
magical.
Shapechange. The gruvrået can use a bonus action
to transform into one of the following forms or
back into its true form: dire wolf, giant badger,
giant bat, giant lizard, giant spider. While in these
forms, it retains its statistics and gains access to
the traits and actions of the new form. If the
gruvrået dies, it returns to its true form.
Actions
Multiattack. The gruvrået can use Frightful Presense,
if available. It the uses two slam attacks
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) bludgeoning damage
Frightful Presence (1/Day). Each creature of the
gruvrået's choice that is within 120 of the gruvrået
and aware of it must succeed on a DC 14 Wisdom
saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If
a creature's saving throw is successful or the effect
ends for it, the creature is immune to the gruvrået's
Frightful Presence for the next 24 hours.
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Gulthias Dryad
A gulthias tree is a force of death and corruption, a tree with Gulthias Dryad
a vampiric thirst for blood. Any dryad bound to a gulthias Medium fey (animus), neutral evil
tree, or whose tree becomes corrupted by the influence of a
vampire, hag, evil druid, or another gulthias tree, gains that Armor Class. 16 (barkskin-like)
same thirst for blood. These dryads become twisted and Hit Points. 71 (11d8 + 22)
deformed, resembling women formed of a hideous tangle of Speed. 30 ft.
sticks.
Abominable Life. A gulthias dryad is a wretched creature. STR DEX CON INT WIS CHA
Unable to lure in victims with its beauty, it must use illusion
magic to hide its true form. Able to remember its former 16 (+3) 16 (+3) 14 (+2) 11 (+0) 15 (+2) 17 (+3)
glory as a sylvan spirit and cast out by the fey who once loved
it, a gulthias dryad's only friends are the wretched blights that Saving Throws: Str +6. Dex +6, Con +5
plague its forest. Consumed by bitterness and unable to Skills. Deception +6, Perception +5, Stealth +6
reclaim their beauty, gulthias dryads willingly drain the blood Damage Resistances. bludgeoning, piercing, and
of the living to slake their fury. slashing damage from non-magical weapons
Condition Immunities. blinded, deafened
Senses. blindsight 60 ft., passive Perception 15
Languages. Common, Sylvan
Challenge. 6 (2,300 XP)
Actions
Multiattack. The dryad makes two attacks, only one
of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 7 (1d8 + 3)
bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one willing creature, or a creature that is
incapacitated or restrained. Hit: 5 (1d4 + 3)
piercing damage plus 12 (3d8) necrotic damage.
The target's hit point maximum is reduced by an
amount equal to the necrotic damage taken, and
the dryad regains hit points equal to that amount.
The reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit
point maximum to 0.
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Lampad
A lampad is a nymph of caves and the underworld. They can Lampad
be found throughout the Underdark, tending to caverns filled Medium fey (animus), chaotic neutral
with glittering crystal growths or spectacular fungal forests,
guiding the growth of stalactites and stalagmites over the Armor Class. 13
course of centuries. They frequently befriend cave bears, Hit Points. 85 (10d8 + 40)
korreds, and galeb duhr, and may even befriend a particularly Speed. 30 ft., burrow 30 ft.
wise svirfneblin or a circle of myconids that take residence in
their caverns. They are no less dangerous than other nymphs, STR DEX CON INT WIS CHA
though, and will delight in leading travelers astray with
dancing lights 10 (+0) 17 (+3) 18 (+4) 14 (+2) 17 (+3) 20 (+5)
Strange Beauty. The deep places of the world are filled
with strangeness, and the lampad is the strangest and Saving Throws: Dex +6, Wis +6, Cha +8
loveliest of all the things in the deep realms. Those that see Skills. Perception +6, Religion +5, Stealth +6
their startling loveliness are stricken by madness, left Senses. darkvision 120 ft., tremorsense 60 ft.,
gibbering wildly and yearning to glimpse that beauty one passive Perception 16
more time. Languages. Sylvan, Terran, Undercommon
Handmaidens of the Lords of Death. Lampads have a Challenge. 5 (1,800 XP)
certain amount of influence over death and the passage of
spirits, and may serve chthonic entities such as Kelemvor, the Earth Glide. The lampad can burrow through
Raven Queen, or Hecate. These lampads may be assigned to nonmagical, unworked stone and earth. While
doing so, the lampad doesn't disturb the material it
guard crypts, mausoleums, crossroads, and portals to the is moving through.
underworld. Many lampads reside on the Shadowfell or upon
the Grey Wastes of Hades, and their strange dances are Innate Spellcasting. The lampad's innate spellcasting
among the only beautiful sights in those grim realms. ability is Charisma (spell save DC 16, +8 to hit with
Rarely, a lampad may be assigned to preserve the remains spell attacks). It can innately cast the following
of an important hero for all time, keeping their bodies free of spells, requiring no material components:
corruption and decay until they are able to return to the world At will: dancing lights, darkness, speak with dead
of the living.
3/day each: gentle repose.
Maddening Beauty. If a humanoid views the lampad
Madness Levels under bright light, it must make a DC 16 Charisma
If you are running the Out of the Abyss adventure saving throw. On a failure, the creature becomes
or any other adventure that utilizes the Madness charmed by the lampad for 24 hours. While
Level mechanic, you may want to give the lampad's charmed by the lampad, the creature possesses a
Maddening Beauty a more permanent effect. form of Long Term Madness, or Short Term
Rather than the target being afflicted with a long Madness if the creature failed its saving throw by 8
term form of madness while it is charmed by the or more (Dungeon Master's Guide pg. 259-260).
lampad, you may want to increase the target's Each time the lampad or its allies do anything
Madness Level by 1 on a failed saving throw. 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
lampad dies, is on a different plane of existence
from the target, or ends the effect on a bonus
action. If a target's saving throw is successful, the
target is immune to the lampad's Maddening
Beauty for the next 24 hours
Magic Resistance. The lampad has advantage on
saving throws against spells and other magical
effects.
Speak with Beasts and Stones. The lampad can
communicate with beasts and stones as if they
shared a language. Stones can relate to it who or
what has touched the stones as well as revealing
what is covered or concealed behind or under
them.
Actions
Stone. Ranged Spell Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 7 (2d6 + 5) bludgeoning damage
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Maenad
Merriment has a spirit of its own, and in the mad bacchanalia Maenad
of the Feywild that spirit lives. The bacchanalia are groups of Medium fey (animus), chaotic neutral
humanoids and beasts participating in the mad revelries led
by the maenad, nymphs whose very spirit is bound to the Armor Class. 18 (natural armor)
bacchanal over which they preside in the same way a dryad is Hit Points. 49 (9d8 + 9)
bound to its tree. Speed. 30 ft.
Sisters of the Frenzy. Maenads are the most beloved of
the gods of wine and pleasure, the wild nymphs who nurse STR DEX CON INT WIS CHA
lion cubs and conduct the revels of their bacchanalia with a
pinecone tipped wand called a thyrsus. Hyrsam, the prince of 12 (+1) 14 (+2) 13 (+1) 12 (+1) 16 (+3) 20 (+5)
fools, is a dear friend of all maenads, and eagerly joins in
their bacchanalia. Condition Immunities. charmed, exhausted,
The Debauched. The spirit of bacchanalia reaches out to frightened, poisoned
all hearts, and few are safe from its call. The revels pull in Senses. darkvision 60 ft., passive Perception 13
nobles and common folk alike, who engage in debasing acts Languages. Elvish, Sylvan
of pleasure and madness, until the spell of the bacchanals Challenge. 3 (700 XP)
ends and they regain their senses and return to their lives.
Some, however, chose to remain with the bacchanalia, and Immune to Polymorph. The maenad is immune to
are transformed into bacchae, the children of the frenzy. any spell or effect that would alter its form.
Innate Spellcasting. The maenad's innate spellcasting
The Bacchanalia ability is Charisma (spell save DC 15, +7 to hit with
The bacchanalia is any group of creatures participating the spell attacks). It can innately cast the following
merriment presided over by a maenad. Any creature spells, requiring no material components:
participating in the bacchanalia is immune to the exhausted At will: tasha's hideous laughter
condition. However, non-fey creatures gain any exhaustion
levels it would have accrued upon leaving the bacchanalia. 3/day each: create/destroy water (creates wine
On initiative count 20 (losing initiative ties), the maenad instead of water), faerie fire, goodberry
takes a bacchanal action to cause one of the following effects; 1/day each: confusion, crown of madness (creates a
the maenad can't use the same effect two turns in a row flower crown instead of an iron crown)
The maenad beckons for others to join in the frenzy. All Magic Resistance. The maenad has advantage on
humanoids within 30 feet of it that can hear it must saving throws against spells and other magical
succeed on a DC15 Wisdom saving throw or become effects.
charmed by the maenad. While charmed in this way, the Reckless. At the start of its turn, the maenad can
creature enthusiastically joins in the revelry of the the gain advantage on all melee weapon attack rolls
bacchanalia and is considered a part of the bacchanlia. during that turn, but attack rolls against it have
Each time the maenad or a member of the bacchanalia advantage until the start of its next turn.
does anything harmful to the target, it can repeat the Speak with Beasts and Plants. The maenad can
saving throw, ending the effect on itself on a success. communicate with beasts and plants as if they
Otherwise, the effect lasts 24 hours or until the maenad shared a language
dies, is on a different plane of existence from the target, or
ends the effect on a bonus action. If a target's saving throw Actions
is successful, the target is immune to this effect for the Multiattack. The maenad makes three attacks: one
next 24 hours. If a creature chooses to remain in the with its thyrsus, one with its claw, and one with its
bacchanal after the charmed condition ends on it, it may bite.
gain the Bacchae Template, seen on the next page
The maenad utters words of wild encouragement. Until Thyrsus. Melee Weapon Attack: +7 to hit, reach 5
initiative count 20 of the next turn, all creatures within the ft., one creature. Hit: 9 (1d8 + 5) bludgeoning
bacchanalia add 1d4 to all of their attack rolls and saving damage
throws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 3 (1d4 + 1) piercing damage
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 4 (1d6 + 1) slashing damage
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Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 2 (1d4) bludgeoning damage
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Muse
Muses are spirits of creativity and inspiration. They love all Muse
forms of artistry, from painting to music to stoneworking and Medium fey, chaotic good
more. Though born in beautiful mountain springs, they crave
the vivacity of creative endeavors, and as such can often be Armor Class. 13
found disguised as lovers of poets, painters, and craftsmen. Hit Points. 27 (5d8 + 5)
The Mysteries. Many bards and other artists seek out Speed. 30 ft., swim 30 ft.
inspiration in the wild places of the world. Those that seek in
places touched by the Feywild may stumble upon a spring in STR DEX CON INT WIS CHA
which a muse of stunning beauty bathes. Those that are lucky
enough to intrigue the muse may form an agreement with the 10 (+0) 16 (+3) 12 (+1) 17 (+3) 18 (+4) 16 (+3)
spirit to accompany them back to their homes where the
muse will open the channels of their true creative potential in Skills. Insight +6, Perception +6, Performance +7,
exchange for the adoration which sustains a muse when away Persuasion +5
from the Feywild. When a muse loses interest in its artist, it Senses. passive Perception 16
will move onto a new artist. Languages. Common, Elvish, Sylvan
Kidnapped. Some muses have the unfortunate luck to be Challenge. 1 (200 XP)
kidnapped from their homes by way of the theft of their
mantle. A muse whose mantle is stolen will do everything in Amphibious. The muse can breathe both air and
its power to ensure its safety. This has lead to muses being water.
used to inspire troops going to war, the crafters of perverse Innate Spellcasting. The muse's innate spellcasting
weapons of destruction, and necromancers of foul workings. ability is Charisma (spell save DC 13, +5 to hit with
Rumor has it that the Red Wizards of Thay actually possess a spell attacks). It can innately cast the following
number of muses saved for their most high ranking members spells, requiring no material components:
as both fonts of inspiration and concubines. Muses used for At will: calm emotions, comprehend languages,
such base endeavors are invariably disgusted with the abuse vicious mockery (5th level)
of their power and eager to seek vengeance. Some waste
away out of despair, while others may shrivel up, losing their 1/day each: bane, charm person, enhance ability,
loveliness though retaining their power of inspiration, though tongues
all that they inspire inevitably becomes grim. Magic Resistance. The muse has advantage on
saving throws against spells and other magical
effects.
Mantle Dependent. The muse wears a mantle of
pure white, silky cloth, which holds the creature’s
spirit. The mantle has an AC and hit points equal to
that of the muse, but the garment can’t be directly
harmed while the muse wears it. If the mantle is
destroyed, the muse becomes poisoned and dies
within 1 hour. A muse is willing to do anything in
its power to recover the mantle if it is stolen,
including serving the thief..
Actions
Slap. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one muse. Hit: 2 (1d4) bludgeoning damage
Inspiring Ballad. The muse begins singing. All
creatures of the muse's choice within 120 feet of it
that can hear the song add 1d6 to all of their attack
rolls, ability checks, and saving throws for the
duration of the song. The muse can continue
singing the song by using its action each turn.
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Mycodryad
Deep beneath the earth, in magnificent caverns that drip with Mycodryad
water, there are forests unlike anything on the surface world. Medium fey (animus), neutral
Fungi the size of trees sprout from the sweet rot of the cavern
floor, given an unearthly illumination by the dimly glowing Armor Class. 11
toadstools growing beneath them. Whorls of luminescent Hit Points. 22 (5d8)
lichen decorate the ceiling like a painted night sky. Insects flit Speed. 30 ft.
lazily from puffball to shelf fungi, some gleaming with their
own internal light, some glittering like jewels with the STR DEX CON INT WIS CHA
reflected light of the forest itself, some scuttling quietly
through the rot below. In these unearthly realms, you might 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
hear a laugh or catch a glimpse of a female form darting
behind a zurkhwood trunk. These are the mycodryads, the fey Skills. Perception +4, Stealth +5
spirits of the fungal forests. Senses. blindsight 60 ft. (blind beyond this), passive
Ladies in the Dark. The mycodryads are different from Perception 14
their above ground cousins. Rather than using eyes, which Languages. Sylvan
can fail in the dark, mycodryad's sense vibrations in the air Challenge. 1 (200 XP)
with the delicate bloom of fungi that is their face.
Fungal Stride. Once on her turn, the mycodryad can
Zurkhent use 10 feet of her movement to step magically into
The guardians of fungal groves, a zurkhent uses the same one living fungus within her reach and emerge from
a second living fungus within 60 feet of the first
statistics as a treant with the following modifications: tree, appearing in an unoccupied space within 5
The zurkhent has darkvision out to a range of 120 feet. feet of the second tree. Both fungi must be Large
The zurkhent's False Appearance feature allows it to be or bigger.
mistaken for a normal zurkhwood mushroom (instead of a Innate Spellcasting. The mycodryad's innate
tree). spellcasting ability is Charisma (spell save DC 14,
+6 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
Variant: Gowns of Mold
Some mycodryads weave gowns for themselves At will: druidcraft, phantasmal force
out of mycellia and mold. A mycodryad with a 3/day each: calm emotions, dream, entangle
gown of mold is considered covered in a 5 foot
square patch of one type of mold: brown mold, Magic Resistance. The mycodryad has advantage on
yellow mold (Dungeon Master's Guide, pg 105), saving throws against spells and magical effects.
russet mold (Volo's Guide to Monsters pg 196), or Rapport Spores. The mycodryad is surrounded at all
chromatic mold. The mycodryad is immune to the times by a 30-foot radius sphere of spores. These
mold's effects. A mycodryad wearing a gown of spores can go around corners and affect only
mold has a CR of 2 (450 XP). humanoids, beasts, plants, and fey. Affected
creatures can communicate as if they shared a
language, regardless of intelligence. The effect lasts
for 1 hour.
Actions
Caustic Spores. The mycodryad releases spores at a
creature within 5 feet of her that she can see. The
target must make a DC 14 Constitution saving
throw, taking 7 (2d6) acid damage on a failure or
half as much on a successful one.
Narcotic Spores (Recharge 5-6). The mycodryad
releases a 30-foot radius sphere of spores from her
body which remains for 1 minute. All creatures that
enter the cloud of spores or start their turn within
the cloud of spores must succeed on a DC 14
Constitution saving throw or become poisoned for
1 minute. While poisoned in this way, the target is
charmed by the mycodryad. As a bonus action on
her turn, the mycodryad can force one creature
poisoned in this way to make a DC 14 Wisdom
saving throw. On a failure, the target is
incapacitated by hallucinations until the end of its
next turn.
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Nephele
The nephele are the nymphs of the clouds, bringers of rain Nephele
and snow to those bound to the base earth. They spend their Medium fey, chaotic neutral
time languishing amid the clouds, shepherding them when
necessary. Armor Class. 15
Fickle Mercy. The nephele often take pity on the poor, ugly Hit Points. 33 (6d8 + 6)
creatures that are bound to the earth beneath them, and will Speed. 30 ft., fly 60 ft. (hover)
occasionally bring rain to ailing crops or shepherd storms
away from humanoids that they think are deserving of their STR DEX CON INT WIS CHA
mercy. However, their kindness is inconstant and may be
revoked over an incredibly minor slight. 10 (+0) 20 (+5) 13 (+1) 14 (+2) 16 (+3) 17 (+3)
Nephele have even been known to take pity on divine
prisoners bound to mountaintops such as primordials or Saving Throws: Dex +7
wicked empyreans, bringing them rain or snow to soothe Skills. Perception +5
their fury and listening to their tragic stories. Such nephele Damage Resistances. cold, lightning, thunder
may even garner the support of humanoids to whom it tells Senses. passive Perception 15
the sad story of its new friend, inadvertently sowing the seeds Languages. Celestial, Draconic, Primordial, Sylvan
of a new cult. Challenge. 2 (450 XP)
Actions
Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (1d8) cold damage
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Vestal
The vestal embodies the simple beauty and contentment of a Vestal
well tended home and a welcoming hearth. They reside on Medium fey (animus), neutral good
the Ethereal Plane, watching over the residents of their
home. Theirs is a kind, gentle beauty, the beauty of a mother's Armor Class. 13
smile and a warm embrace, of a moment shared with Hit Points. 45 (7d8 + 14)
treasured family. A vestal guards its home against burglary, Speed. 30 ft.
ghosts, and the mischief of other fey, while protecting those
that live within it from disease and sorrow. Theirs is a secret STR DEX CON INT WIS CHA
beauty, too, for they will abandon a family that tells the secret
of their existence 10 (+0) 16 (+3) 15 (+2) 14 (+2) 13 (+1) 19 (+4)
Actions
Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) fire damage. If the target
is a creature or a flammable object, it ignites. Until
a creature takes an action to douse the fire, the
target takes 5 (1d10) fire damage at the start of
each of its turns.
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Yuki-on-na
Never travel during a blizzard. That's the wisdom in the Yuki-on-na
village. Never travel during the snowstorms that threaten to Medium fey, any chaotic alignment
bury the entire mountain in white. The paths are easy to lose,
and should you become astray the cold is bitter and Armor Class. 12
unforgiving. However, most sinister of all, there's a woman. Hit Points. 54 (12d8)
She wanders the mountains during the thickest blizzards. Speed. 30 ft.
Some say she carries her dead child in her arms, some that
she dances in the snow fall. However, all agree that if you see STR DEX CON INT WIS CHA
her, you will not be found again until your frozen corpse is
revealed in spring. 10 (+0) 14 (+2) 10 (+0) 13 (+1) 14 (+2) 19 (+4)
Spirits of the Lost. A yuki-on-na is beautiful beyond
words, but it is a cold, distant beauty, the beauty of fresh Skills. Deception +6, Perception +4, Persuasion +6,
fallen snow on a far off mountain. The yuki-on-na is bound to Stealth +3
these mountainsides, embodying the treacherous beauty of Damage Resistances. bludgeoning, piercing, and
nature and the sorrow of becoming lost in the uncaring slashing damage from non-magical weapons
Damage Vulnerabilities fire
world. Some sink into bitterness, using their powers to lead Damage Immunities. cold
travelers astray to enjoy their suffering, while others chose to Senses. blindsight 60 ft., passive Perception 14
spare others from that same fate, leading lost travelers to Languages. Auran, Common, Sylvan
safety during the fiercest of blizzards. Challenge. 4 (1,100 XP)
Strange Brides. Very rarely, a yuki-on-na may fall in love
with a mortal. If a mortal loves them in return, the yuki-on-na Innate Spellcasting. The yuki-on-na's innate
becomes mortal for a time, losing its supernatural powers spellcasting ability is Charisma (spell save DC 14).
and becoming bound to their partner's home rather than It can innately cast the following spells, requiring
their mountainside. This yuki-on-na may live with their no material components:
beloved for years. However, if their loved one betrays their
trust, such as by revealing their lover's true identity, the yuki- 3/day each: charm person, comprehend languages,
on-na will abandon them forever, returning to their cold, disguise self, detect thoughts
distant mountainsides. Snow Camouflage. The yuki-on-na can use a bonus
action to take the Hide command while in mist,
snowfall, or an area covered in snow. It has
advantage on any Dexterity (Stealth) checks made
while surrounded by mist or snow.
Actions
Multiattack. The yuki-on-na makes two melee
attacks
Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 9 (2d8) cold damage
Lose the Way. Melee Spell Attack: +6 to hit, reach 5
ft., one creature. Hit: The yuki-on-na touches one
creature, which must make a DC 14 Intelligence
saving throw (which it can choose to fail). On a
failure, the creature becomes completely incapable
of navigating anywhere unless the yuki-on-na
wishes it for the next 3d6 hours. All Wisdom
(Survival) checks to prevent becoming lost fail, and
all spells to navigate, such as find the path
automatically fail when cast. As an action, the yuki-
on-na can cause all attempts at navigating to lead to
a destination of its choice. If a creature succeeds
on its saving throw versus this effect, it is immune
to the effect for 24 hours.
Paralyzing Glance. The yuki-on-na targets one
creature that it can see within 60 feet. The target
must succeed on a DC 14 Constitution saving
throw or become paralyzed for 1 minute. Creatures
immune to cold damage are immune to this effect.
Creatures charmed by the yuki-on-na have
disadvantage on the saving throw.
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Pech
Pech are small fey of elemental earth. They possess yellowish Pech
grey skin and eyes with no pupils, though few people ever Small fey, neutral good
know this as pech are peaceful and shy, and the most an Armor Class. 16 (natural armor)
ordinary adventurer will ever see of one is the eerie glint of Hit Points. 44 (8d6 + 16)
their eyes reflecting torchlight. They can mold stone like clay Speed. 30 ft., burrow 30 ft
and they create extensive winding tunnels in which they live
and mine, their hammers and pickaxes ringing throughout
the dark. STR DEX CON INT WIS CHA
The Miners. Pech adore mining, and they devote their 13 (+1) 12 (+1) 15 (+2) 13 (+1) 14 (+2) 11 (+0)
time to crafting intricate. straingely shaped mines. Because
of their ability to speak with stones, they can navigate Skills. Perception +4, Stealth +3, Survival +4
unerringly to find precious gems, and the Queen of Air and Damage Resistances. bludgeoning, piercing, and
Darkness has many pech subjects who mine jewels and slashing damage from non-magical weapons
precious metals for her. They are naturally shy and insular, Condition Immunities. petrified
even from other fey, and they do not get along with korreds, Senses. darkvision 120 ft., passive Perception
who hate the sound of their hammers. Languages. Gnomish, Sylvan, Terran
Quiet. Pech prefer to remain secret from humanoids, and Challenge. 2 (450 XP)
many do not even know of the existence of these quiet folk of
the deep places. Pech avoid drow, but they hate dwarves and Innate Spellcasting. The pech's innate spellcasting
will often go out of their way to sabotage dwarven mines, ability is Charisma (spell save DC 10, +2 to hit with
especially duergar. Strangely, though, pech like gnomes, and spell attacks). It can innately cast the following
may even befriend gnomes that show especial skill and spells, requiring no material components:
appreciation for mining. 3/day each: stone shape
1/day each: wall of stone
Petrification
Speak with Stones. The pech can communicate with
Eight or more pech within 30 feet of each other stones as if they shared a language. Stones can
can cast flesh to stone. Each of the pech in the relate to it who or what has touched the stones as
group must use its action and movement on three well as revealing what is covered or concealed
consecutive turns to perform a ritual dance around behind or under them.
the target and must maintain concentration while
doing so (as if concentrating on a spell). When all Sunlight Sensitivity. While in sunlight, the pech has
eight have finished their third turn of the dance the disadvantage on Attack rolls, as well as on Wisdom
spell is cast normally. Concentration on the spell (Perception) checks that rely on sight.
can be maintained by as few as one pech from the
group. Once a pech has cast flesh to stone in this Actions
way, it cannot do so again until after it has Multiattack. The pech makes two war pick attacks.
completed a long rest.
War Pick. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) piercing damage.
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Blighted Battlefields
Ragewalker A ragewalker's battlefield is a terrible place, littered with
War is a horror as old as the universe, when the cosmos were bodies and broken weapons. Plant life struggles to grow here,
shaped by the tumultuous clash between the primordials and and a palpable sadness and anger saturates the air. These
the gods. Conflict has always been a part of life, and it always areas frequently have exotic effects such as wild magic zones
will. It is a part of nature. However, as the humanoid races and desecrated ground to reflect the magical devastation that
grow, the toll of ware becomes greater. Larger armies and once occurred here.
more powerful magics create devastation on a scale once
unimaginable in the natural world. Spells so powerful that Lair Actions
they scar the Weave itself, mass graves so large that they On initiative count 20 (losing initiative ties), the ragewalker
create hills that loom above the landscape, machines that takes a lair action to cause one of the following effects; the
slaughter without pause or remorse, these things stain the ragewalker can't use the same effect two turns in a row
natural world with anguish and suffering, leaving a blight on The ragewalker begins singing, forcing all constructs,
the earth that cannot be healed. Nature itself cries out at this, elementals, and undead with an Intelligence score of 6 or
and in answer to these cries are born the ragewalkers from less within 120 feet to make a DC 18 Wisdom saving
the blood and ash. throw (if the creature is being controlled by a spellcaster,
Fire and Fury. Bastard children of the Morrigan, the the spellcaster performs the saving throw for the creature,
ragewalkers live lives of pain, sorrow, and fury. They stalk using their own spell attack modifier). On a failure, that
through battlefields and ruined cities, its slender limbs creature becomes charmed by the ragewalker until
stepping gracefully between bodies, anger etched in its every initiative count 20 of the following round. If the creature
movement. Towering at 10 feet tall and clad in armor that was summoned by a spellcaster, then the spell's duration
seems grafted to its very flesh, a ragewalker is eternally ends.
surrounded by a whirling cloud of weapons. Only its elven The ragewalker shrieks in fury, and all creatures that can
face is exposed, lines drawn through the soot and ash on its hear it must make a DC 18 Charisma saving throw or be
scarred skin by tears that flow unending from its hateful eyes. overwhelmed with memories of pain, sorrow, and rage of
Song of Vengeance. The desolate planes that were once those who died on this battlefield, becoming incapacitated
the stage for massive, magical battles are scarred beyond until initiative count 20 of the following round.
healing, blighted with magical fallout and unspeakable
anguish. These bleak wastelands are littered with the detritus Regional Effects
of warfare: festering corpses, broken war machines, scattered The battlefield in which a ragewalker was born is warped by
weapons. To these the ragewalker sings its terrible song, its the fey's magic, which creates one or more of the following
mournful battle cry, and in response the blighted rise up, effects:
taking on a hateful half life and seeking their wretched
vengeance. The undead are kindred spirits to the ragewalkers Beasts instinctively avoid a ragewalker's battlefield,
and will instinctively follow them. sensing the wrongness of it, and will become nervous if
Some ragewalkers lead hoards of undead, constructs, and made to enter. The only exception to this is crows, ravens,
elementals on campaigns of vengeance, venturing forth from and flies. Natural plant life here grows twisted and wrong.
their battlefields to lay waste to nearby villages and cities in Constructs such as animated armor and flying swords,
search of those who wronged them. These ragewalkers elementals such as mephits and magmins, and undead
eventually return to their battlefields once their hoards such as specters and skeletons are common and will be
dwindle and their yearning for their terrible birthplace grows loyal to the ragewalker.
too great. The dreams of any humanoids who complete a long rest
Outcasts. A ragewalker is born of blighted earth, and as within 1 mile of the battlefield are plagued by visions of
such has no place among the fair folk. Other fey avoid the last moments of life of those who died there and must
ragewalkers, finding the wretched creatures to be revolting make a DC 18 Charisma saving throw. On a failure, the
and sad. However, fiendish beings such as demons and devils creature gains no benefit from the long rest.
may find a use in them, taking advantage of their kinship with Whenever an elemental, undead, or construct with an
undead and elementals and their mastery of weaponry. Intelligence score of 6 or less that enters the battlefield, is
Wretched Hunger. A ragewalker derives bitter sustenance summoned to the battlefield, or is created there, it must
by consuming the flesh and bones of the festering corpses make a DC 18 Wisdom saving throw (if it is being
that litter its battlefield. In the absence of the dead, a summoned or created by a spellcaster, that spellcaster
ragewalker consumes ash and scorched earth. performs the saving throw for the creature, using their
own spell attack modifier). On a failure, the creature
becomes loyal to the resident ragewalker, and will be
hostile to any living humanoids. These creatures obey the
ragewalker's orders and will protect it at all costs. Traits
that dictate a creature's behavior, such as a modron's
Axiomatic Mind or a clay golem's Berserk may be removed
or activated accordingly. The saving throw must be
repeated every 24 hours until a failure.
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Ruin Elemental
Most elementals are devoid of any sort of emotion beyond the Ruin Elemental
most basic desire to be a part of its native element and rage Large elemental (animus), neutral
when denied that. The ruin elementals are different, however.
When a ruin chanter desires a guardian, it will summon a Armor Class. 16 (natural armor)
spirit of earth, binding it to the flesh and bones of its dying Hit Points. 189 (18d10 + 90)
city with songs of sorrow and loss. This elemental is born Speed. 30 ft.
imbued with sadness and regret. These elementals will
wander the decaying streets, recalling memories not quite its STR DEX CON INT WIS CHA
own. However, should their home be threatened, the sorrow
and regret turn to rage. 22 (+6) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 8 (-1)
Actions
Multiattack. The ruin elemental makes two Slam
attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 15 (2d8 + 6) bludgeoning
damage
Rubble. Ranged Weapon Attack: +10 to hit, range
30/90 ft., one creature. Hit: 24 (4d8 + 6)
bludgeoning damage
Shockwave (Recharge 5-6). The ruin elemental
releases a wave of force. All creatures within 60
feet of the ruin elemental must make a DC 18
Constitution saving throw, taking 66 (12d10)
thunder damage on a failure or half as much on a
success. Additionally, on a failure, a creature is
pushed up to 10 feet directly away from the ruin
elemental and knocked prone. This attack only
affects creatures not native to the ruins, having no
effect on the terrain or native creatures.
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Saguaro Sentinels
Cousins to the treants of the forest, the saguaro sentinels are Saguaro Sentinel
lonesome guardians of the ecology of the desert, protecting Huge plant, neutral
fey crossings and slaying those who would damage the Armor Class. 16 (natural armor)
precious few resources under the baking sun. Hit Points. 115 (10d12 + 50)
Tough and Prickly. Saguaro sentinels are more durable Speed. 30 ft.
than their treant cousins. Their moisture saturated flesh
makes them less vulnerable to fire, and their tough outer
hides protect them from the effects of dehydration, both STR DEX CON INT WIS CHA
mundane and magical. They are covered in countless long, 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
sharp spines, which viciously pierce the flesh of anyone
foolish enough to try and attack them. Damage Resistances. bludgeoning, piercing
Senses. passive Perception 13
Languages. Druidic, Elvish, Sylvan
Challenge. 9 (5,000 XP)
Actions
Multiattack. The saguaro sentinel makes two Slam
attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 16 (3d6 + 6) bludgeoning
damage plus 3 (1d6) piercing damage
Rock. Ranged Weapon Attack: +10 to hit, range
60/180 ft., one creature. Hit: 28 (4d10 + 6)
bludgeoning damage
Animate Cacti (1/Day). The saguaro sentinel
magically animates one or two Huge cacti it can
see within 60 feet of it. These trees have the same
statistics as a saguaro sentinel, except they have
Intelligence and Charisma scores of 1, they can't
speak, and they only have the Slam action option.
An animated cactus acts as an ally of the saguaro
sentinel. The cactus remains active for 1 day or
until it dies; until the saguaro sentinel dies or is
more than 120 feet away from the cactus; or until
the saguaro sentinel takes a bonus action to turn it
back into an inanimate cactus. The cactus then
takes root if possible.
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The cenobite opens the doors to the realms of ecstasy.
Shadar-kai Cenobite Until initiative count 20 of the next round, a creature must
Most of the shadar-kai have resigned themselves to the make a Wisdom saving throw when the cenobite first
misery and despair of the Shadowfell. However, some strive deals damage to it that round. The DC of the Wisdom
against the despair that tugs on their souls. They embrace saving throw is equal to 15 or the damage dealt to it,
the lingering glory of the Feywild in their souls and combine whichever is higher. On a failure, the creature is charmed
it with the yearning of the Shadowfell, becoming terrifying by the cenobite for 1 minute. The creature can repeat its
heirophants of pain and pleasure. These grotesquely saving throw at the end of each of its turns, ending the
beautiful and wildly deranged beings have taken their effect on a success. If a creature's saving throw is
masochistic pleasures to a religious extreme. They devote successful or the effect ends for it, the creature is immune
themselves to searching out new realms of sensation, to this lair action for the next 24 hours.
exploring the borders where pain and pleasure blur together. Regional Effects
Those who enter their dungeons do not leave without The region containing the cenobite's lair is warped by its
experiencing equal doses of both agony and ecstasy, and their magic, which creates one or more of the following effects:
kin eagerly seek them out in search of enlightenment.
Though they inflict terrible torments on their congregations, Stone and metal structures within 1 mile of the lair may
a shadar-kai cenobite will always seek to protect them from bleed if damaged. Others may be warm to the touch, or
true harm. throb from within like flesh.
Such Sights to Show You. The cenobites have created Unless the cenobite wishes otherwise, all damage dealt
their own cult of flesh. They worship the goddesses Lliira and within 1 mile of the lair is non-fatal and any creature
Loviatar as one and the same, conflating the Lady of Joy and reduced to 0 hit points immediately becomes stable.
the Maiden of Pain into one single being wedded to Ilmater. Spells and effects that kill immediately like power word
Considered wildly heretical, these teachings are unique to the kill simply reduce the target to 0 hit points.
shadar-kai, and their cenobites construct their own Creatures encountered within 1 mile of the cenobite's lair
beautifully perverse dogma. These mad prophets wield may be bound or restrained in some way, giving them one
enchanted chains blessed by their blasphemous purity, or more of the following conditions: blinded, deafened,
capable of entangling their targets, and often enslave chain prone, restrained.
devils to their wills. Once per day while within 1 mile of its lair, a cenobite can
Devils to Some, Angels to Others. A shadar-kai cenobite, perform a 1 hour ritual to summon a fiend with a CR of 8
in spite of appearances, is not inherently evil. They believe in or less into its lair (common choices include chain devils,
enlightenment through suffering, both their own and others. succubi, shadow demons, and babau). This fiend is
They practice exquisite tortures with only love in their hearts, charmed by the cenobite and cannot go further than 1
strange and twisted as that love may be. Though their mile away from its lair. As an action, the cenobite can
ministrations may be brutal, they always have rules that they banish any fiend that it summoned into its lair back to its
abide by. The wicked among them are simply distinguished plane of origin.
by their willingness to impart their wisdom by force to any
they find. Gloomoil
Wondrous object, uncommon
Cenobite's Lair Gloomoil is a slow burning oil that contains a trace of the
A cenobite's lair is nestled within the gloom of the Shadowfell essence of the Shadowfell in it. One pint of gloom oil can be
and is alive with ecstatic screams and the smell of sweet used just like regular lantern oil, burning for the same
blood. A network of tunnels and rooms, all interconnected by duration of time and having the same weight and volume.
winding hallways, creates a mindbending labyrinth of terror However, rather than producing bright illumination, a lantern
and pain, extending supernaturally further than the space burning gloomoil will produce shadow (as noted by latern
they're contained within should allow for. type). An area of bright light illuminated by the lantern
becomes dim, an area of dim illumination becomes darkness,
Lair Actions and an area of natural darkness becomes magical darkness.
On initiative count 20 (losing initiative ties), the cenobite If a lit gloomoil lantern enters an area illuminated by the
takes a lair action to cause one of the following effects; A daylight spell, the oil is extinguished.
cenobite encountered in its lair has a Challenge Rating of 10
(5,900 XP) Gloom Oil Light Production
Lantern Type Dim Light Produced
The cenobite delves into the mind of one target that it can
see. The target must make a DC 16 Charisma saving Lamp 45 foot radius
throw. On a failure, the cenobite learns the target's Bullseye 120 foot cone
innermost shames and desires.
Hooded 60 foot radius
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Saving Throws: Con +6, Wis +8, Cha +7 Dagger. Melee or Ranged Weapon Attack: +6 to hit,
Skills. Deception +7, Insight +8, Intimidation +7, reach 5 ft., range 20/60 ft., one creature. Hit: 4 (2d4 +
Medicine +6, Perception +8, Persuasion +7 2) piercing damage. The first time this weapon
Damage Resistances. psychic; bludgeoning, piercing, damages a creature, the target must succeed on a DC
and slashing damage from non-magical weapons 13 Constitution saving throw or become paralyzed for
Senses. darkvison 120 ft., blindsight 10 ft., passive 1 minute. The dagger loses its poison after poisoning
Perception 18 its first target.
Languages. Abyssal, Celestial, Common, Infernal, Sylvan Chains of Torment. A barbed chain magically appears
Challenge. 9 (5,000 XP) and attempts to restrain a target within 60 feet of the
shadar-kai. The target must make a DC 16 Dexterity
Fey Ancestry. The shadar-kai has advantage on saving saving throw, becoming restrained and taking 7 (2d6)
throws against being charmed, and magic can’t put the slashing damage on a failure. A creature has
shadar-kai to sleep. disadvantage on the initial saving throw if already
restrained, but can only be restrained by one chain at a
Magic Resistance. The cenobite has advantage on time. While restrained, a target takes 7 (2d6) piercing
saving throws against spells and other magical effects. damage at the start of each of its turns. The target can
Magic Weapons. The cenobite's weapon attacks are repeat its saving throw at the end of each of its turns,
magical. ending the restrained condition but taking 3 (1d6)
slashing damage on a success. The chain is an object
Spellcasting. The cenobite is an 11th level spellcaster. with AC 20, 20 hit points, resistance to piercing
Its spellcasting ability is Wisdom (spell save DC 16, +8 damage, and immunity to psychic and thunder damage.
to hit with spell attacks). The cenobite has the If the chain has 10 hit points or less, the saving throw
following Cleric spells prepared: to escape it is made with advantage.
cantrips: guidance, mending, sacred flame, spare the
dying, thaumaturgy Reactions
1st level (4 slots): command, inflict wounds, sanctuary, Pain is Life. When the cenobite takes damage, all allies
wrathful smite of its choice within 30 feet of it regain hit points equal
to the damage received.
2nd level (3 slots): calm emotions, hold person, zone
of truth
Red Oil
Wondrous item, rare
Red oil is lamp oil suffused with the blood of a shadar-kai in
the throes of ecstatic agony, and its light fills those within it
with passion. A pint of red oil behaves just like regular
lantern oil, burning for the same duration of time and having
the same weight and volume. Any creature in the area
illuminated by burning red oil has disadvantage on Wisdom
and Charisma saving throws.
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Shaedling Shaedling
During Lolth's war with the Seldarine, a number of pixies Tiny fey (spider), neutral or neutral evil
allied themselves with her. However, when the drow were
forced into the Underdark, the capricious pixies refused to Armor Class. 15
follow them, preferring their sun dappled forests and fragrant Hit Points. 1 (1d4-1)
meadows. In vengeance, Lolth cursed the pixies, giving them Speed. 10 ft., fly 30 ft.
spider features and an aversion to light while cruelly refusing
to gift them with darkvision, transforming them into
shaedlings. Many fled to the fungal fields of the Underdark, STR DEX CON INT WIS CHA
though some remained in the deepest forests of the surface 2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
world, feasting on the insects and birds they capture in their
webs. Lolth's curse has robbed them of much of the Skills. Perception +4, Stealth +7
connection to nature that their surface dwelling cousins Senses. passive Perception 14
possess, so they are much less fun loving and carefree. Languages. Sylvan, Undercommon
These fey bear no intrinsic loyalty to Lolth, and while some Challenge. 1/4 (50 XP)
do serve her or the drow, others remain neutral to the drow
or even actively oppose her will, trapping drow hunting Innate Spellcasting. The shaedling's innate
parties in webs and stealing their equipment. They often spellcasting ability is Charisma (spell save DC 12
befriend giant spiders and ettercaps. As such, they frequently +4 to hit with spell attacks). It can innately cast the
do not get along with other fey, especially glouras. following spells, requiring no material components:
At will: dancing lights
Variant: Servant of Lolth 1/day each: confusion, detect evil and good, detect
The shaedlings who repented their disloyalty to thoughts, dispel magic, phantasmal force,
Lolth are gifted with special abilities for as long as polymorph, sleep, web
they serve the Spider Queen
Spider Climb. The shaedling can climb difficult
They possess darkvision out to 120 ft and can
surfaces, including upside down on ceilings,
see in magical darkness.
without needing to make an ability check.
They can cast darkness at will
Sunlight Sensitivity. While in sunlight, the shaedling
has disadvantage on attack rolls, as well as Wisdom
(Perception) checks that rely on sight.
Web Sense. While in contact with a web, the
shaedling knows the exact location of any other
creature in contact with the same web.
Web Walker. The shaedling ignores movement
restrictions caused by webbing.
Actions
Superior Invisibility. The shaedling magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the
shaedling wears or carries is invisible with it.
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Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft.,
one creature in the swarm's space. Hit: 49 (14d6)
piercing damage, or 24 (7d6) piercing damage if
the swarm has half its hit points or fewer
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Sidhe by CR
Sidhe Monster CR Source
In the primeval beauty of the Feywild, the sidhe are the gentry Coure 2 Lords and Ladies
and nobility of the fey, creatures of magic and passion and Noviere 4 Lords and Ladies
beauty. They are the knights errant and the wandering
minstrels. They are the jesters and the soldiers. The sidhe Bralani 5 Lords and Ladies
are powerful, mysterious, and outside of mortal ken. They Fossergrim 5
range far and wide throughout the Feywild, and while rare,
they are nevertheless highly influential among the fey courts. Shay 7
True Forms. Every sidhe is a force of wildness and beauty Firre 8 Lords and Ladies
bound into a physical form, and every sidhe retains the ability Sith 9
to return to its raw, untamed form. However, unlike other
shapechangers, both the sidhe’s wild shape and its humanoid Verdani 11 Lords and Ladies
form are its true forms. Any creature viewing a sidhe with Ghaele 12 Lords and Ladies
true sight will see its humanoid form and its wild shape
superimposed in perfect harmony. As a result, a sidhe cannot Huriat 14
be forced from one form into another by moonbeam, though Shiradi 15
the sidhe tag still counts as the shapechanger tag for the Loht 16
purposes of spells such as polymorph.
Treasures of the Fair Folk. All sidhe possess the ability to Siabrie 16
summon magnificent weapons or instruments from the core Virage 16 Lords and Ladies
of their being as proof of their right to rule. These tools are
extensions of their wild spirits, and are physical Bolcaith 17
embodiments of their very existence. Many of these weapons Tulani 18 Lords and Ladies
or instruments gain the power of magical items as the sidhe Lelfin 20
grows over the course of their long lives, further proving their
right to rule over their lesser. Loht & Maeve 20
Celestial Sidhe. Drifting through the celestial planes is Tír Prince of Frost 20 Lords and Ladies
Naofa, the realm of the Court of Stars. Here reside those
sidhe who have ascended beyond the base world to become Siobhan 21
celestials, ruled over by Morwel, the Queen of Stars. These Prince of Frost (in Lair) 22 Lords and Ladies
celestial sidhe are always good aligned, and when not Morwel 22
relaxing in the paradise of Tír Naofa they range across the
planes in pursuit of their own individual quests for good. Siobhan (in Lair) 23
Many return to the Feywild, where they dally in the fey courts, Titania 24 Lords and Ladies
turning the cruel intrigues to kinder ends. Others may offer
their services to the elven gods in Arvandor or the residents Queen of Air and Darkness 25 Lords and Ladies
of Evermeet. Some even choose to descend to the Lower Titania (in Lair) 26 Lords and Ladies
Planes to interfere in the Blood War, as all celestial sidhe
harbor no love for devils and great hatred for demons. The
mightiest of the celestial sidhe even wage war on the Abyss
itself, warring to protect the souls of dreaming children on
the strange layer of Androlynne.
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Lelfin
It is said that during the great war with the fomorians, the Lelfin Wizards
lelfin were dreamt up by the lords of the fey as warriors of In their quest to understand the magic that
true and implacable beauty to lay waste to their dread blighted their beloved home, many lelfin have
enemies. Only a few lelfin were born into the world, but it was devoted countless centuries to the study of arcane
enough to turn the tide of the war. Impossible to imprison, magic. These lelfin have the following spellcasting
impossible to disobey, impossible to ignore, the lelfin lay low feature:
the fomorian strongholds, leading armies of sidhe and eladrin Spellcasting. The lelfin is a 17th level spellcaster.
warriors to cast down the would-be rulers of the Feywild. Its spellcasting ability is Intelligence (spell save DC
Pyrrhic Victory. Though the fomorians were defeated, it 19, +11 to hit with spell attacks). The lelfin has the
was at a great cost. The fair city of Cendriane, the most following wizard spells prepared:
beautiful of all the cities of the eladrin, was decimated by the cantrips: booming blade, firebolt, green-flame
blade, lightning lure, message, sword burst, true
terrible, unknowable magics that the fomorians unleashed on strike
it in a desperate, last ditch effort to reclaim the war. The fey 1st level (4 slots): comprehend languages,
still triumphed, but none among them could undo the terrible detect magic, identify, magic missile
damage that was done. The lelfin swore to find the arcane 2nd level (3 slots): detect thoughts, hold person,
knowledge of how to return Cendriane to its splendor, and levitate
while some have long since abandoned their quest, many still 3rd level (3 slots): magic circle, tongues, water
wander the planes, searching. breathing
Heroes of the Feywild. Though the war against the 4th level (3 slots): arcane eye, Leomund's secret
fomorians is over, the threats against the beauty of the chest, locate creature
Feywild remain. All lelfin across the realms continue to fight 5th level (2 slots): scrying, telekinesis
against those who would corrupt and poison the beauty of 6th level (1 slots): arcane gate
their home. While some remain within the Feywild, defending 7th level (1 slots): plane shift
its borders and ruling small realms of their own, others take 8th level (1 slots): mind blank
to the planes to bring the battle to the enemy. Demon lords 9th level (1 slots): time stop
such as Orcus, Yeenoghu, and Zuggtmoy have found their
plans confounded by the efforts of a lelfin warrior,
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Shiradi
The shiradi are the wild warriors of the sidhe. They reside on Shiradi
the highest mountains and in the crowns of the tallest trees, Large fey (avian, sidhe), chaotic good
forever searching for new opportunities for heroism. They
appear as powerfully muscled humanoids with glorious Armor Class. 16 (natural armor)
wings, strikingly handsome elvish faces, and long, wild hair. Hit Points. 142 (15d10 + 60)
The shiradi are among the noblest of the sidhe and always Speed. 30 ft., fly 90 ft.
fight against evil, especially slavers.
Companions of Birds. Shiradi, as befits their avian STR DEX CON INT WIS CHA
nature, are friends to all birds and birdfolk. Even the kenku
can find mercy from the shiradi, who look unkindly on any 19 (+4) 18 (+4) 19 (+4) 14 (+2) 16 (+3) 21 (+5)
abuse to the miserable crow people. The aarakocra possess
the same dedication to freedom as the shiradi do, and they Saving Throws: Str +9, Dex +9, Cha +10
will frequently aid one another in fights against cults of Skills. Athletics +9, Intimidation +9, Perception +8
serpents or the Elder Elemental Eye. However, shiradi are Damage Resistances. cold, fire, thunder
most likely to ally with giant eagles, and when not actively Damage Immunities. lightning; bludgeoning,
pursuing a goal a shiradi will most likely spend its time piercing, and slashing damage from non-magical
among giant eagles. weapons
Condition Immunities. charmed, frightened, petrified
Enemies of Serpents. The shiradi are bitter enemies of Senses. passive Perception 18
wicked serpents, and they do everything in their power to slay Languages. Common, Giant Eagle, Primordial, Sylvan
any yuan-ti they encounter, as well as any other evil Challenge.15 (13,000 XP)
Challenge.
serpentine creatures such as hannya hags and spirit nagas.
Cults to snake gods such as Zehir, Dendar, and Merrshaulk Innate Spellcasting. The shiradi's innate spellcasting
will also find themselves on the receiving end of an angry ability is Charisma (spell save DC 18, +10 to hit
shiradi’s wrath. A shiradi confronted with a serpent cult that with spell attacks). It can innately cast the following
it cannot overcome alone is likely to enlist the aid of noble spells, requiring no material components:
heroes.
Allies of Heroes. Of all the sidhe, the shiradi love mortals At will: detect poison and disease, guidance, gust
the most, and they frequently strive to aid mortal heroes in of wind, misty step, thunderous smite
small ways, often while disguised as a giant eagle. On rare 3/day each: beast sense, charm person, heroism,
occasions, shiradi have even been known to offer their speak with animals (birds only)
services to an especially noble hero as a flying mount, all 1/day each: crusader's mantle, destructive wave
while secretly lending magical aid to the hero by casting
spells such as guidance and heroism on their ally. Keen Sight. The shiradi has advantage on Wisdom
Fickle Friends. Though noble minded, the shiradi are (Perception) checks that rely on sight.
impetuous. A shiradi is prone to abandoning allies who Magic Resistance. The shiradi has advantage on
offend it by some perceived broach of conduct, disappearing saving throws against spells and other magical
without a trace to further its goals on its own. A shiradi would effects.
never betray an ally, but it will refuse to aid a hero who it Sidhe Shape: Giant Eagle. As a bonus action, the
believes does not deserve its services. shiradi magically polymorphs into a giant eagle, or
back into its humanoid form. Any equipment it is
wearing or carrying is absorbed by the new form.
The shiradi's statistics are the same in each form,
except it gains the eagle's weapon attacks.
Sidhe Weapon: Spiked Chain. As a free action on its
turn, the shiradi can create a spiked chain in a
unoccupied hand. The spiked chain is a magical
weapon and uses the shiradi's spellcasting modifier
for attack and damage rolls. The shiradi can only
have one such weapon at any given time, and can
dismiss it as a free action.
Actions
Multiattack. The shiradi makes three attacks with its
spiked chain.
Spiked Chain (Humanoid Form Only). Melee Weapon
Attack: +10 to hit, reach 10 ft., one creature. Hit:
10 (4d4 +4) slashing damage plus 11 (2d10)
lightning damage
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Gaze. When a creature that can see the siabrie's eyes Gythka (Humanoid Form Only). Melee Weapon Attack:
starts its turn within 30 feet of the siabrie, the siabrie +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4)
can force it to make a DC 18 Intelligence saving throw slashing damage plus 11 (2d10) lightning damage.
if the siabrie isn't incapacitated and can see the Chatkcha (Humanoid Form Only). Ranged Weapon
creature. On a failed save, the creature is frightened Attack: +10 to hit, range 30/120 ft., one creature. Hit:
until the beginning of its next turn. 7 (1d6 + 4) slashing damage plus 11 (2d10) lightning
damage.
Unless the target is surprised, a creature can avert its
eyes and avoid making the initial saving throw. Until
the start of its next turn, a creature that averts its eyes
Legendary Actions
has disadvantage on attack rolls against the siabrie. The siabrie can take 3 legendary actions, choosing
from the options below. Only one legendary action
Innate Spellcasting (Psionics). The siabrie's innate option can be used at a time and only at the end of
spellcasting ability is Wisdom (spell save DC 18, +10 another creature's turn. The siabrie regains spent
to hit with spell attacks). It can innately cast the legendary actions at the start of its turn.
following spells, requiring no components:
At will: blur, detect thoughts, heat metal, hold person, Attack. The siabrie conjures one chatka and makes one
invisibility (self only), telekinesis attack with it.
3/day each: dispel magic, hallucinatory terrain Drone (Costs 2 Actions). The siabrie begins to produce
a horrifying droning sound. All creatures within 120
1/day each: dominate monster, feeblemind feet of the siabrie that can hear it and are currently
Magic Resistance. The siabrie has advantage on saving frightened by it must make a DC 18 Constitution
throws against spells and other magical effects. saving throw. On a failure, the target takes 11 (2d10)
psychic damage, or half as much on a success. If the
Multiple Arms. The siabrie has four arms, allowing it to target is reduced to 0 hp by this effect, it is turned to
wield four one-handed weapons or two two-handed sand and dies.
weapons at once.
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Snow Golem
A snow golem is the weakest of the common golems. Snow Golem
Possessing very little strength and a weakness to Medium construct, unaligned
temperatures above freezing, these golems are favored by Armor Class. 11 (natural armor)
spellcasters for their relative lack of expense to create and Hit Points. 60 (8d8 + 24)
their regenerative properties. A snow golem can simply pack Speed. 30 ft.
snow onto its body to repair any damage it takes, and it can
reform its entire body so long as its chem is intact. The chem
is a specific item on the snow golem's person, typically a STR DEX CON INT WIS CHA
pumpkin head or a top hat, that contains the elemental air 16 (+3) 11 (+0) 16 (+3) 3 (-4) 8 (-1) 1 (-5)
spirit that animates the golem.
Frosty Golem. Some snow golems are created not by Damage Vulnerabilities fire
wizards or sorcerers looking for a cheap form of protection, Damage Immunities. cold, necrotic, poison, psychic
but by far more mysterious forces, such as a child's wish or Condition Immunities. charmed, exhaustion,
the whim of a kind fey being. These golems are known as frightened, paralyzed, petrified, poisoned
frosty golems, and are whimsical protectors of children, Senses. blindsight 60 ft., passive Perception 9
possessing souls that grant them intelligence and free will. Languages. understands the languages of its creator
but can't speak
Challenge. 3 (700 XP)
Snow Golem Variant: Frosty Golem
A frosty golem uses the statistics of a snow golem Chem. The snow golem's chem counts as a very
with the following changes: rare magic item with an AC of 5, 75 hit points, and
immunity to cold, psychic, and non-magical
It is chaotic good. damage. The chem recovers all hit points each
It has an Intelligence of 10 (+0) and a Charisma dawn. If a snow golem's chem is destroyed, it dies
of 12 (+1) immediately. If the snow golem is killed but its
It has a Performance skill of +3 chem has at least 1 hit point, the snow golem
It is not immune to psychic damage. reforms with full hit points 1d6 days later if
It speaks Common, Sylvan, and any other local adequate snow is present.
languages
Cold Absorption. Whenever the golem is subjected
to cold damage, it takes no damage and instead
regains a number of hit points equal to the cold
damage dealt.
Heat Weakness. For each hour that a snow golem
spends in temperatures above freezing, it loses 5
hit points.
Regeneration. As long as it remains within an area of
snow and the temperature is below freezing, the
snow golem regains 5 hit points at the start each of
its turns. If it takes fire damage, moves out of an
area snow, or the temperature is above freezing,
this trait doesn't function at the start of its next
turn. The snow golem dies only if it starts its turn
with 0 hit points and doesn't regenerate.
Actions
Multiattack. The snow golem makes two attacks
with either its fist or its magic snowball.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) bludgeoning damage
2 (1d4) cold damage
Magic Snowball. The snow golem reduces its hit
points by up up to 5 points. It then throws a
snowball at a target within 60 feet of it,
automatically hitting the target as long as it isn't
behind three quarter cover or greater. The snowball
deals bludgeoning damage equal to the reduction
in hit points the snow golem inflicted on itself.
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Splinterwaif
Even in cities, nature finds a foothold to cling to. Rats, Splinterwaif
cockroaches, and other vermin find homes in the cracks Small fey (animus), neutral evil
between the walls, eating the cast off garbage of humanoids. Armor Class. 16 (natural barkskin)
Molds and fungi grow in cellars. Weeds and thick brambles Hit Points. 58 (13d6 + 13)
take root between stones. Amid all this bare bones survival Speed. 35 ft.
reside some of the most tenacious and bad tempered of the
fey: the splinterwaifs, nature's last bitter fingers clinging to
the city. STR DEX CON INT WIS CHA
Cunning. Splinterwaifs are small, thorny fey, their skin like 7 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)
roughly splintered wood, their teeth like sharp, jagged stone.
They reside in alleys, garbage dumps, and abandoned lumber Skills. Sleight of Hand +4, Stealth +4
yards, as well as beneath buildings and amid the Senses. darkvision 60 ft., passive Perception 10
paraphernalia of shipyards. These creatures largely keep to Languages. Sylvan, understands Common but
themselves, undermining the lives of humanoids in small, doesn't speak it
petty ways. However, when they become hungry or lonely, Challenge. 2 (450 XP)
they seek out a humanoid, slay them, and transform them into
a bramble bush, which they will consume at their leisure. Bramble Curse. The splinterwaif can spend 1 minute
They target only those humans who will not be missed, such polymorphing a dead humanoid body into a
as the homeless and orphans, and they prefer children over bramble of the same size category. If this process is
all other prey. They do not eat all the brambles they create, interrupted, it fails. While transformed, the creature
and those bushes that they spare are instead treated as the cannot be brought back to life without first
splinterwaifs only friends and confidants. undoing the curse with a remove curse spell or
similar magic cast on the bush, which reverts it to
its humanoid form.
Bramble Stride. The splinterwaif's movement speed
is not hindered by difficult terrain created by
plantlife or wood debris.
Camouflage. The splinterwaif has advantage on
Dexterity (Stealth) checks made to hide around
plantlife and lumber debris.
Ensnaring Strike. The splinterwaif can cast ensnaring
strike (save DC 10) once per day without
components. Its spellcasting ability is Charisma.
Actions
Multiattack. The splinterwaif makes two attacks
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit:5 (1d6 + 2) slashing damage plus
an extra 3 (1d6) slashing damage if the attack has
advantage or the target is surprised.
Splinter Spit. Ranged Weapon Attack: +4 to hit,
range 20/60 ft., one creature. Hit:4 (1d4 + 2)
piercing damage plus an extra 3 (1d6) piercing
damage if the attack has advantage or the target is
surprised.
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Spriggan Spriggan
Spriggans are raucous, nasty fey that resemble ugly, hairy Small fey (gnome), chaotic evil
gnomes. These bad-tempered gnome-kin possess no senses
of humor and the strange ability to grow to the size of an ogre Armor Class. 14 (natural armor)
at will, making them far more dangerous than their small size Hit Points. 85 (9d10 + 36)
would otherwise suggest. Found on the outskirts of Speed. 30 ft.
civilization, they plague rarely traveled paths and survive off
of thievery and murder, allying with redcaps, quicklings, and
other cruel fey. STR DEX CON INT WIS CHA
Cursed for Boorishness. It's said that there was once a 15 (+2) 15 (+2) 18 (+4) 9 (-1) 10 (+0) 7 (-2)
community of gnomes with no sense of humor. They were
grim, mirthless, and unpleasant, and they scoffed at Saving Throws: Str +4, Con +6, Wis +2
merriment and cleverness as a waste of time. They created Senses. passive Perception 10
no beautiful things and only laughed at the misfortune of Languages. Gnomish, Sylvan
others. One day, a traveller came to their town and went from Challenge. 3 (700 XP)
door to door, asking them to dance with him. They spit in his
face and slammed their doors on his toes. Enlarge. When angered, the spriggan magically
That night, the stranger stood in the center of their town increases in size, along with anything it is wearing
and spoke his judgment, for that stranger was none other or carrying. While enlarged, the spriggan is Large,
than Hyrsam, the Prince of Fools. He decreed that for their doubles its damage dice on Strength based weapon
lack of mirth, they would forever show their true colors. He attacks (included in the attacks), and makes
removed any remaining trace of their sense of humor and Strength checks and Strength saving throws with
cursed them to grow to enormous size whenever annoyed. advantage. If the spriggan lacks the room to
Pretty soon, every citizen of that town has inadvertently become Large, it attains the maximum size
destroyed their homes in fits of irritation, leaving them possible in the space available. It cannot return to
destitute. They could find no welcome in the homes of their its normal size until it ceases to be angry.
kin, for no one wanted to house such miserable folk, so they
retreated to the wilds and became brigands. Even today, Actions
gnome children that refuse to participate in dances are Multiattack. The spriggan makes two attacks with its
chided by their parents, warned that they may become shortsword
spriggans themselves.
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 5 (1d6 + 2) piercing
damage, or 9 (2d6 + 2) piercing damage while
Enlarged.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 60
ft., one creature. Hit: 4 (1d8) fire damage
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Sprites Grig
Sprites are tiny fey who devote their lives to the defense of The grig are the more fun loving cousins of the rather dour
the Feywild. A sprite is a staunch ally in battle, fighting to the sprites, appearing as sprites with the lower body of a cricket.
death in defense of their homes. Any of these sprite variants Fond of music and merriment, these sprites are often
are compatible as familiars for warlocks. considered frivolous and lazy by other sprites. However, when
roused, a grig is a staunch defender of its home.
A grig uses the same statistics as the sprite, with the
Atomie following modifications:
The atomie is a more lighthearted cousin of the sprite. It is chaotic good
Though not as whimsical as a grig, they are far less serious It cannot fly
than other sprites. They get along well with faerys, especially It has a Performance skill of +3
pixies, and will often act as swashbuckling guardians of a It possesses the Standing Leap feature, enabling it to
faery grove. Uniquely, atomies are able to shrink their jump 30 feet horizontally or 20 feet vertically, with or
opponents to fight on even ground. without a running start.
It is chaotic good It has the following action, which replaces the Longsword
It wields a rapier instead of a longsword and Heart Sight actions:
It has the following action, which replaces the Heart Sight Fiddle (1/Day). As an action, it can play its fiddle. One
action: creature of the grig's choice within 60 ft that can hear it play
Shrink (1/Day). One creature of the atomie's choice within must succeed on a DC 10 Wisdom saving throw or be forced
30 feet of it must succeed on a DC 10 Constitution saving to dance and caper merrily for 1 minute or until the target
throw or be shrunk down for 1 minute or until the atomie's can no longer hear the music, the grig stops playing, or its
concentration ends (as if concentrating on a spell), being concentration ends (as if concentrating on a spell). A creature
reduced to the Tiny size if Medium or smaller or the Small has disadvantage on all attack rolls and cannot provide
size if Large. While shrunk in this manner, all the target's somatic components to spells while dancing. The grig must
weapon dice deal 1d6 less damage per die (to a minimum of use its action on subsequent turns to continue playing the
1 damage), the target's Strength score is reduced by 5 (to a song. A target can repeat its saving throw at the end of each
minimum value of 1), and the target has disadvantage on all of its turns, ending the effect early on a success. Once the
Strength checks and Strength saving throws. effect ends or a creature successfully saves, the creature is
immune to this effect for 24 hours. Creatures that are
Bramble immune to the charmed condition are immune to this effect.
These vicious and cruel fey serve the wills of dark fey lords Koropokkuru
such as the Queen of Air and Darkness, verdant princes, and
wicked hags. In place of wings, brambles grow razor sharp Elusive but helpful, koropokkuru are much more inclined to
spines from their backs, which they use as swords and lend aid to mortals than their warm climate cousins. They
javelins. To compensate for their inability to fly, brambles can make their homes underneath butterbur plants and are fond
summon animals to ride as mounts. They are no less of fishing. They will invisibly aid mortals in small but
dedicated to defending the natural world than other sprites, significant ways, but should the mortals try to find or capture
though, and are far more spiteful in their punishments. their fey guardians, the koropokkuru will take offense and
A bramble uses the same statistics as the sprite, with the leave.
following modifications: A koropokkuru uses the same statistics as the sprite, with
the following modifications:
It is neutral evil
It cannot fly It cannot fly, but has a movement speed of 50 ft.
Any creature that tries to grab it without its permission It is resistant to cold damage.
suffers 1d4 piercing damage, and an additional 1d4 If acting as a familiar, then while the koropokkuru is
piercing damage at the beginning of each round it within 10 feet of its master, its master automatically
continues to hold it, unless wearing thick gloves. A succeeds on saving throws to resist cold damage and the
creature that suffers this damage will have disadvantage effects of extreme cold.
on all weapon attacks until the damage is healed.
It has the following action, which replaces the Heart Sight Splanxty
action: The splanxty are sea sprites, dedicated to protecting the
Conjure Mount. The bramble summons a mount as if with ocean from wicked creatures such as merrow and sahuagin.
the find familiar spell. This mount is a fey, acts on the They render the poison for their bows from jellyfish venom.
bramble's initiative, and disappears if more than 5 feet away It cannot fly and has a swimming speed of 40 ft.
from the bramble. It has the Amphibious trait.
It speaks Aquan and Sylvan.
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Regiment of Sprites
The sylvan glades of the forests and the hidden courts of the Regiment of Sprites
fey lords have staunch defenders: highly trained regiments of Medium swarm of Tiny fey, neutral good
sprites, well organized and ruthless in their defense of their
lords and their homes. They maintain watchful vigils on these Armor Class. 15 (leather armor)
enchanted places, driving off any invaders. Hit Points. 71 (13d8 + 13)
Speed. 30 ft., fly 40 ft.
Sprite Variants
STR DEX CON INT WIS CHA
Regiments of sprites can consist of more than just
the standard sprites. Any of the variants detailed 6 (-2) 18 (+4) 12 (+1) 14 (+2) 13 (+1) 11 (+0)
earlier can form into regiments. To represent this,
simply apply the variant adjustments to the Skills. Perception +4, Stealth +10
Regiment of Sprites stat block. Damage Resistances. bludgeoning, piercing, slashing
In the case of regiments of atomies and grigs, Condition Immunities. charmed, frightened,
they can target larger numbers of creatures with paralyzed, petrified, restrained, stunned
their Shrink and Fiddle actions. Rather than Senses. passive Perception 14
targeting a single creature, these effects will Languages. Common, Elvish, Sylvan
instead target all creatures in a 15-foot cube Challenge. 5 (18,000 XP)
centered on a point within the effect's range, and if
the regiment has more than half its hit points, the Swarm Traits. The regiment can occupy another
save DC is increased to DC 12. creature's space and vice versa, and the regiment
can move through any opening large enough for a
Tiny sprite. The regiment can't regain hit points or
gain temporary hit points. The regiment can only be
affected by charm or fear effects with an area of
effect, like a red dragon's Frightful Presence, and
are immune to spells that target a finite number of
creatures like mass suggestion.
Actions
Longswords. Melee Weapon Attack: +7 to hit, reach
0 ft., one creature in the regiment's space. Hit: 26
(5d8 + 4) piercing damage, or 13 (2d8 + 4)
piercing damage if the regiment has half its hit
points or fewer.
Shortbows. The regiment unleashes a barrage of
arrows in a 40-foot cone. Each creature in that area
must make a DC 15 saving throw, taking 18 (4d6 +
4) piercing damage on a failed save, or half as much
on a successful one. If the regiment has half its hit
points or fewer, the damage dealt on a failed saving
throw is instead 11 (2d6 + 4) piercing damage, or
half as much on a successful one. The target must
also succeed on a DC 12 Constitution saving throw
or become poisoned for 1 minute. If the saving
throw result is 5 or lower, the poisoned target falls
unconscious for the same duration, or until it takes
damage or another creature takes an action to
shake it awake.
Heart Sight. The sprites in the regiment touch a
creature and magically know the creature's current
emotional state. If the target fails a DC 13 Charisma
saving throw, the sprites also know the creature's
alignment. Celestials, fiends, and undead
automatically fail the saving throw.
Invisibility. The regiment magically turns invisible
until it attacks or casts a spell, or its concentration
ends (as if concentrating on a spell). Any
equipment the individual sprites in the regiment
are wearing or carrying is invisible with them.
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Thorn Knight
A thorn knight is a sprite who has earned the honor of Thorn Knight
protecting a specific, powerful fey or guarding a dangerous Small fey, neutral good
location or artifact. Appearing like small winged elves, a
thorn is granted extra height, reaching between two to three Armor Class. 15 (leather armor)
feet. They are given enchanted longswords crafted from plant Hit Points. 45 (10d6 + 10)
thorns and coated in a numbing poison, and retain all the Speed. 35 ft., fly 40 ft.
powers the had as sprites.
STR DEX CON INT WIS CHA
Thorn Knight Variants 11 (+0) 16 (+3) 13 (+1) 12 (+1) 14 (+2) 13 (+2)
Any of the sprite variants detailed earlier can
become a thorn knight. To represent this, simply Skills. Perception +4, Stealth +8
apply the variant adjustments to the Thorn Knight Senses. darkvision 60 ft., passive Perception 14
stat block. Any save DC values are increased to DC Languages. Common, Elvish, Sylvan
12. Challenge. 4 (1,100 XP)
Actions
Multiattack. The thorn knight makes two attacks
with its longsword or its shortbow
Longsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 7 (1d6 + 4) piercing
damage plus 4 (1d8) poison damage. The target
must succeed on a DC 12 Constitution saving
throw or have disadvantage on Dexterity saving
throws until the beginning of the thorn knight's
next turn.
Shortbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one creature. Hit: 6 (1d4 + 4) piercing
damage, and the target must succeed on a DC 12
Constitution saving throw or become poisoned for
1 minute. If its saving throw result is 5 or lower, the
poisoned target falls unconscious for the same
duration, or until it takes damage or another
creature takes an action to shake it awake.
Heart Sight. The thorn knight touches a creature
and magically knows the creature's current
emotional state. If the target fails a DC 12 Charisma
saving throw, the thorn knight also knows the
creature's alignment. Celestials, fiends, and undead
automatically fail the saving throw.
Invisibility. The thorn knight magically turns invisible
until it attacks or casts a spell, or until its
concentration ends (as if concentrating on a spell).
Any equipment the thorn knight wears or carries is
invisible with it.
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Stonesinger Stonesinger
Deep beneath the earth, where the tunnels twist and turn, Large aberration, neutral evil
there is a strange song. It is like a finger on a crystal glass
and the wind through the mountains. It's haunting and Armor Class. 18 (natural armor)
beautiful. You follow the song and uncover a horror. Dozens Hit Points. 104 (11d10 + 44)
of humanoid statues are buried up to their shoulders in the Speed. 30 ft.
walls, floor, and ceiling, their faces carved in a rictus of
horror, mouths agape.
The singing reaches a crescendo and you turn to face a STR DEX CON INT WIS CHA
horrific beast. It looks like a scorpion with a body made of 20 (+5) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 18 (+4)
stone, but instead of a stinger its tail ends with a mouth like a
lamprey from which the unearthly music is echoing. You try Skills. Performance +10
to run, but the mouth sinks into your shoulder and you feel Damage Resistances. bludgeoning, piercing, and
your flesh begin to crystallize, unable to respond to your slashing damage from non-magical weapons
movements. The abomination pushes your unresponsive Damage Immunities. thunder
body into the stone beneath you as easily as if the rock was Senses. tremorsense 120 ft., passive Perception 10
mud, until only your head remains above the ground, and Languages. understands Sylvan, Terran, and
positions itself in the center of the cavern. It continues its Undercommon but cannot speak
song and as you feel your ears turn to stone you realize that Challenge. 8 (3,900 XP)
you can still hear the singing.
A Captive Audience. Stonesingers have a natural Bury in Stone. While grappling a creature, the
impulsion to sing, and they do so at every opportunity. Should stonesinger can use a bonus action to magically
one encounter a potential audience, it will do everything in its bury it in stone up to its shoulders. While buried in
power to restrain the creatures, rendering them unable to stone, the creature is restrained and cannot make
escape its performance. Most horrific of all, the venom that attacks or cast spells with somatic or material
seeps from the mouth on their tail transforms its victims into components. It can use an action to make a DC 15
Strength saving throw, escaping the stone on a
stone forms that retain all their awareness of the world success.
around them. Even their crystal eyes remain able to bear
witness to the mad predations of its captor. Trapped within Innate Spellcasting. The stonesinger's innate
their bodies, unable to move or even die from hunger or spellcasting ability is Charisma (spell save DC 15).
thirst, the stonesinger's victims inevitably go mad. It can innately cast the following spells, requiring
Unseelie Origins. Stonesingers were bred by the Unseelie no material components:
court as entertainment. The strange Gloaming fey love the 3/day each: meld into stone, stone shape
unearthly tones of a stonesinger's song, and they find its
ability to petrify its victims into a statue that remains aware of 1/day each: wall of stone
everything around it deliciously perverse. One or two is Spider Climb. The stonesinger can climb on difficult
typically kept in the mansion of an Unseelie fey, provided with surfaces, including upside down on ceilings,
humanoids to feed it, and the Queen of Air and Darkness is without needing to make an ability check.
said to possess an entire choir of them. Now the stonesingers
have spread through the tunnels of both the Feydark and the Actions
Underdark. Multiattack. The stonesinger makes two attacks with
its Claws and one with its bite.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 14 (2d8 + 5) slashing damage. If
the stonesinger hits a single target with two Claw
attacks in the same turn, it can forgo dealing
damage to instead grapple the target (escape DC
16). While grappling a creature, the stonesinger
cannot attack any other creature with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one creature. Hit: 12 (2d8 + 5) piercing damage.
The target must succeed on a DC 15 Constitution
saving throw or become poisoned and begin
turning to stone. While poisoned, the target is
restrained makes a DC 15 Constitution saving
throw at the end of each of its turns. After three
successful saves, the target is freed and immune to
the poison for 24 hours. After three failures, the
target is petrified until freed by greater restoration.
While petrified in this way, the target remains aware
of its surroundings.
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Actions
Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 3 (1d6) lightning damage
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Rimefire Eidolon Magic Weapons. The rimefire eidolon's slam attacks are
magical.
Medium elemental (animus), chaotic good
Rimefire. A creature that touches the rimefire eidolon
Armor Class. 16 (natural armor) or hits it with a melee attack while within 5 feet of it
Hit Points. 90 (12d8 +36) takes 5(1d10) cold damage.
Speed. 30 ft., burrow 30 ft., swim 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The rimefire eidolon makes two attacks,
choosing either from its Slam or its Rimefire Bolt for
15 (+2) 12 (+1) 17 (+3) 10 (+0) 17 (+3) 20 (+5) each
Saving Throws: Str +6, Con +7, Wis +7 Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills. Arcana +4 creature. Hit: 11 (2d8 + 2) bludgeoning damage plus
Damage Resistances. bludgeoning, piercing, and 10 (3d6) cold damage
slashing damage from non-magical weapons Rimefire Bolt. Ranged Spell Attack: +9 to hit, range 60
Damage Vulnerabilities fire ft., one creature. Hit: 22 (4d10) cold damage
Damage Immunities. cold
Condition Immunities. charmed Ice Shape. The rimefire eidolon selects an ice object of
Senses. tremorsense 60 ft., passive Perception 13 Medium size or smaller or a section of ice no more
Languages. Celestial, Primordial, Sylvan than 5 feet in any dimension within 60 feet of it and
Challenge. 9 (5,000 XP) forms it into any shape that suits its purpose. The
object it creates can have up to two hinges and a latch,
Ice Glide. The rimefire eidolon can burrow through but finer mechanical detail isn't possible.
nonmagical ice and snow. While doing so, the rimefire
eidolon doesn't disturb the material it is moving Legendary Actions
through. The rimefire eidolon can take 3 legendary actions,
choosing from the options below. Only one legendary
Innate Spellcasting. The rimefire eidolon's innate action option can be used at a time and only at the end
spellcasting ability is Charisma (spell save DC 17, +9 to of another creature's turn. The rimefire eidolon regains
hit with spell attacks). It can innately cast the following spent legendary actions at the start of its turn.
spells, requiring no material components:
At will: blur, calm emotions, detect evil and good, Sculpt. The rimefire eidolon uses its Ice Shape
detect magic, see invisible Restrain (Costs 2 Actions). The rimefire eidolon targets
1/day each: cone of cold, heal, sanctuary one creature it can see within 60 feet of it. That
creature must succeed on a DC 16 Strength saving
Magic Resistance. The rimefire eidolon has advantage throw or become encased in frost, becoming
on saving throws against spells and other magical restrained. The creature can repeat the saving throw at
effects. the end of each of its turns, ending the condition on a
success.
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Vermiurge
Across the arid grasslands crawls a terrible creature. A long,
armored body like a scorpion, decked with graceful locust
wings and armed with four wicked looking claws, it bear the
crown of doom upon its head: a buzzing, chittering halo of
vermin. Its wing beats are the droning song of famine, and
behind it follows a cloud of hunger. It is the vermiurge, and it
is implacable.
Vermin God. If the stinging creatures of the world have a
god, it would be the vermiurge. This large, scuttling
monstrosity wanders the wastes of the world, attended at all
times by a swarm of its most loyal worshipers, whose cries of
adulation are a hideous buzzing. Though intelligent, a
vermiurge's intelligence is completely alien, being more akin
to the intelligence of a swarm of locusts. It has no concept of
good or evil. It may answer the prayers of an ant colony by
slaying a nearby family of halflings, while a wasp nest that it
encounters may be devoured by it without hesitation.
Occasionally it may venture into the more populated realms
of the world, bringing with it massive swarms of voracious
insects, leaving only devastation in its path.
Wisdom of the Waste. The vermiurge is a spirit of nature,
and as such it understands much of the hidden knowledge of
the world. It knows the secret language of the scorpions and
sees the private, intimate lives of the ants. It understands why
the locusts swarm and it hears the silent songs of the spiders
as they weave their webs. Druids may seek them out to learn
the truth of famine and the cruel indifference of nature,
though they do so at their own risk, as knowledge does not
come without sacrifice. The vermiurge is considered a
demigod by many isolated tribes of thri-kreen and aldani, who
worship the vermiurge in the hopes that it will spare them.
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Vermiurge Actions
Large fey (animus, vermin), unaligned Multiattack. The vermiurge makes four attacks with its
claws and one with its sting. If it is grappling a creature,
Armor Class. 17 (natural armor) it can also make one attack with its bite.
Hit Points. 275 (22d10 + 154)
Speed. 40 ft., fly 60 ft., swim 30 ft. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one creature. Hit: 10 (1d8 + 6) bludgeoning damage
and the target is grappled (escape DC 20). The
STR DEX CON INT WIS CHA vermiurge has four claws, each of which can grapple
22 (+6) 18 (+4) 25 (+7) 20 (+5) 23 (+6) 25 (+7) only one target.
Sting. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Saving Throws: Str +12, Con +13, Wis +12 one creature. Hit: 11 (1d10 + 6) piercing damage, and
Damage Resistances. bludgeoning, piercing, and the target must make a DC 21 Constitution saving
slashing damage from non-magical weapons throw, taking 22 (4d10) poison damage on a failure or
Condition Immunities. charmed, frightened, poisoned half as much on a success.
Senses. blindsight 60 ft., passive Perception
Languages. understands Druidic and Sylvan but cannot Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
speak creature. Hit: 9 (1d6 + 6) slashing damage.
Challenge. 20 (25,000XP) Frightful Presence. Each creature of the vermiurge's
choice that is within 120 of the vermiurge and aware
Amphibious. The vermiurge can breathe both air and of it must succeed on a DC 21 Wisdom saving throw
water. or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
Famine. For every 1 minute the vermiurge spends ending the effect on a success. If a creature's saving
within 15 feet of food, 3d4 pounds of the food throw is successful or the effect ends for it, the
become infested with insects, rendering it inedible. creature is immune to the vermiurge's Frightful
Halo of Pestilence. The vermiurge is surrounded at all Presence for the next 24 hours.
times with a cloud of flying and crawling insects with a
radius of 20 feet. The area inside the cloud is lightly Legendary Actions
obscured and counts as difficult terrain for all creatures The vermiurge can take 3 legendary actions, choosing
aside from the vermiurge. The first time a creature from the options below. Only one legendary action
enters the cloud or when it starts its turn in the cloud, option can be used at a time and only at the end of
it must make a DC 21 Constitution saving throw, another creature's turn. The vermiurge regains spent
taking 22 (4d10) piercing damage on a failure or half legendary actions at the start of its turn.
as much on a success.
Swarm. One creature within 60 feet of the vermiurge is
Legendary Resistance (2/Day). If the vermiurge fails a attacked by a small swarm of insects and must make a
saving throw, it can choose to succeed instead DC 21 Dexterity saving throw, taking 11 (2d10)
Magic Resistance. The vermiurge has advantage on piercing damage on a failure.
saving throws against spells and other magical effects. Congregation. The vermiurge summons up to 5 swarms
Vermintongue. The vermiurge can communicate of insects within 60 feet of it. These swarms remain for
telepathically with any creature with the vermin tag 1 minute before disappearing.
within 60 feet of it, regardless of intelligence or lack of
languages. A creature that has cast speak with animals
on itself can speak with a vermiurge as if they shared a
common language.
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Vodyanoi
Moody river fey, the vodyanoi resemble ugly green men with Vodyanoi
bright red lips and hair like tangled masses of river weeds. If Medium fey, chaotic neutral
shown respect and suitably placated with gifts, a vodyanoi Armor Class. 15 (natural armor)
can be a great boon to any who live near it, bringing bountiful Hit Points. 65 (10d8 + 20)
fishing and calm waters. However, if disrespected, a vodyanoi Speed. 30 ft., swim 50 ft.
turns vengeful, chasing away fish, flooding its banks, and
capsizing boats. Those that live near a vodyanoi's river always
find it wise to keep it happy. STR DEX CON INT WIS CHA
Subjective Gender. A vodyanoi spends the majority of its 15 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
time in an apparently male body. However, at some random
point during its life, it will spontaneously become female. The Saving Throws: Str +4, Dex +5, Con +4
cause of this is never known, but such an occurrence is Skills. Nature +3, Perception +4, Survival +4
considered a significant moment in the vodyanoi's life, Senses. passive Perception 14
prompting them to assume strange new names like Jenny Languages. Aquan, Common, Sylvan
Greenteeth or Old Gregory and seek out a partner, often Challenge. 3 (700 XP)
times from the humanoids that frequent their waters.
Amphibious. The vodyanoi can breathe both air and
water.
Shape Water (3/Day). The vodyanoi's innate
spellcasting ability is Charisma (spell save DC 10).
It can innately cast control water, requiring no
material components:
Actions
Multiattack. The vodyanoi makes two claw attacks
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 11 (2d8 + 2) slashing damage. If
the vodyanoi hits the same target with two claw
attacks in one turn, the target is grappled (escape
DC 12). While grappling a creature, the vodyanoi
cannot make claw attacks.
Crush. A creature grappled by the vodyanoi must
make a DC 12 Strength saving throw, taking 24
(4d10 + 2) bludgeoning damage on a failure or half
as much on a success.
Fish Cloud (Recharges after Short or Long Rest). If it
is submerged in water, the vodyanoi summons a
magic school of fish, which fill a sphere with a 20-
foot radius centered on a point within 30 feet of
the vodyanoi. The area within the fish cloud is
heavily obscured. A strong current disperses the
cloud in 1 round. Otherwise, it lasts for 1 minute.
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Actions
Hooves. Melee Weapon Attack: +7 to hit, reach 5
ft., one creature. Hit: 11 (2d6 +4) bludgeoning
damage
Mist Form. The ceffyl dŵr transforms into a cloud of
mist or reverts to its true form. Any creatures or
equipment on it do not transform with it, taking 3
(1d6) bludgeoning damage for every 10 feet they
fall, up to a maximum of 70 (20d6) bludgeoning
damage. It also reverts to this form if it dies.
While in mist form, the ceffyl dŵr is incapacitated
and cannot speak. It can pass through any space
that isn't air tight. It has advantage on Strength,
Dexterity, and Constitution saving throws, and it is
immune to nonmagical damage.
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Neugle
Of all of its water horse kin, the neugle, also known as a
shoopiltee, is by far the least malevolent. At its very worst, a
neugle is no more than mischievous, delighting in playing
small pranks on unsuspecting mortals. It especially loves
tricking halflings into riding it, then galloping into the nearest
body of water to dunk them in, though it does not try to
drown them like the tangie. In appearance it closely
resembles a Shetland pony, though its tail bears a distinctive
wheel-like shape.
Neugle
Medium fey (equine, shapechanger), chaotic neutral
Actions
Hooves . Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 8 (2d4 + 3) bludgeoning
damage
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Nuckelavee vapors. Most gruesome of all, though, is the fact that the
creature seems to have no skin, leaving its pulsing red
It is a commonly held belief that the fey are all beautiful muscles, black veins, and yellow tendons exposed for the
creatures. The nuckelavee is living proof that that is not world to see.
always the case. Accounts by the few who have survived Creatures of Famine. The nuckelavee lives in the oceans
encounters with a nuckelavee describe them as creatures most of the year, restrained there by whatever mysterious
straight out of a nightmare: appearing as a rider upon the forces it answers to. When summer fails and winter
back of a horse, except the rider has no legs, its torso approaches, though, it comes to land, bringing with it blight
connected directly to the torso of the horse itself. The and disease. Its breath is a horrific poison, wilting crops and
humanoid torso has arms than reach all the way to the slaying livestock. Its impossibly long arms are ideal for
ground, and a massive, drooling head that lolls back and forth plucking up unlucky souls, who are then agonizingly
as if too heavy to be supported by its neck. The horse head devoured by its overlarge human head. What's more, that
has only one single eye placed hideously in the center of its which is not immediately slain by the monster is subjected to
face, and its mouth continually breathes clouds of poisonous a terrible plague called Mortasheen that kills slowly and
painfully.
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Tangie
A sadistic trickster, the tangie loves nothing more than to Tangie
gain the trust of mortals before drowning them. It can reside Large fey (equine, shapechanger), chaotic evil
in any body of water, but it especially prefers freshwater
ponds and fens as well as oceanic tidepools. Armor Class. 15 (natural armor)
Deceptive Looks. A tangie can appear as a magnificent Hit Points. 187 (22d10 +66)
horse or a handsome humanoid, and it will use its attractive Speed. 60 ft., swim 60 ft.
appearance to lure in unsuspecting mortals. As a horse, it
will appear tame, happily approaching groups of humanoids STR DEX CON INT WIS CHA
and allowing them to mount it. As a humanoid, it will try to
seduce young men and women or pose as a helpful traveler. 22 (+6) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
However, when its prey lets their guard down, the tangie
strikes. Cunning travelers can recognize a tangie by the mud Skills. Deception +5, Persuasion +5
and seaweed tangled in its hair in whichever form it takes. Damage Resistances. bludgeoning, piercing, and
Adhesive Hides. The most striking feature of the tangie is slashing damage from non-magical weapons
its ability to cause its hide to bind to the flesh of its victims. Senses. darkvision 60 ft., passive Perception 10
Languages. Aquan, Common, Sylvan
Those who fall victim to its hide will find that nothing save for Challenge. 10 (5,900 XP)
incredibly powerful magic is capable of breaking the bonds.
With its victim unable to escape, the tangie gallops for the Amphibious. The tangie can breathe both air and
nearest body of water, plunging in deep to let its prey slowly water.
drown. Only once either the tangie or its victim is dead will
the hide release its captive. Stories tell of a child who Shapechanger. The tangie can use its action to
managed to escape an tangie by cutting off the hand bound to polymorph into a Large horse-humanoid hybrid,
its hide. into a Medium humanoid, or back into its true
Fey Steeds. Aquatic fey lords that have business to attend form, which is horse-like. Its statistics are the same
to on land often make use of tangie, which are quite loyal to in each form. It reverts to its true form if it dies.
powerful fey. These fey may also wander onto land of their Trampling Charge (Horse Form only). If the tangie
own accord. Those that wander too far may even forget that moves at least 20 feet straight toward a creature
they're fey, behaving as normal horses of the finest pedigree. and then hits it with a slam attack on the same turn,
However, should it catch even a whiff of the ocean breeze it the target must succeed on a DC 18 Strength
will remember itself in an instant. saving throw or be knocked prone. If the target is
prone, the tangie can make another attack with its
slam against it as a bonus action.
Actions
Multiattack (Humanoid or Hybrid Form only). The
tangie makes two slam attacks. It can choose to
substitute one of those attacks for its bite attack.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 13 (2d6 + 6) bludgeoning
damage
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 15 (2d8 + 6) bludgeoning
damage
Reactions
Adhesive Hide (1/Day). The tangie causes all
creatures currently touching it to become adhered
to its hide as if with sovereign glue. Only the
portions of the creatures currently in physical
contact with the tangie are adhered to it; any
further contact does not cause those body parts to
become adhered. Creatures with a layer of clothing,
armor, or saddle between them and the tangie are
still adhered as if with bare skin. The adhesion only
ends if the tangie or the creature adhered to it dies
or with any of the standard methods to remove
sovereign glue.
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Back streets, alleys, and sewers in the city may contain
Zeitgeist more twists and turns than they should reasonably be able
The zeitgeist are descendants of the animus loci. Rather than to contain, leading non-natives to easily become lost.
being embodiments of the natural world, though, they are Mob Manifestation
expressions of the spirit of a city. They are the living heart
and soul of the city, born of the stone and the smoke and A city is made up of citizens. Without people, a city is nothing.
neverending thrum of industry. There are very few zeitgeists The zeitgeist is, at its core, an embodiment of the culture of
in the world, but those that do exist are powerful and the people that reside in its city. When it takes on its mob
dangerous. manifestation, the zeitgeist inhabits the very bodies of its
Unknown Guardians. Most citizens of a city that contains citizens, imbuing them with the collective consciousness
a zeitgeist will never even know that it exists. A zeitgeist comprised of their neighbors. The zeitgeist can speak
remains inactive for most of its existence, drifting silently through one or all members of the mob that composes it, and
through the dreams of its city, curling gently in the streets, they attack as one creature with many arms. The component
churning peacefully amid the hustle and bustle, and pulsing individuals in the mob retain all memories of their actions
gently through the places of government. A zeitgeist becomes during their time in the mob, and will perceive their behavior
active when its city faces turmoil. Enemy invasions, riots, as being a choice that they made.
plagues, political revolutions, all these cause the resident
zeitgeist to stir from its torpor, angry and frightened. An active Smoke Manifestation
zeitgeist is a dangerous creature, driven by mob mentality The air of a city is filled with the smoke of industry. Cooking,
and unable to make rational choices. smelting, and all the other things that ensure that a city
Strange Streets. The presence of a zeitgeist in a city continues to turn require the burning of wood and coal. This
attracts other supernatural creatures. Urban varieties of fey smoke is the exhalation of the city, carrying the odors of
are much more common in these cities. Hags disguise trade, cuisine, and the press of humanity. This manifestation
themselves as humanoids and set up shop as fortune tellers of the zeitgeist imbues this smoke with its consciousness,
or apothecaries. Ghosts and specters are born from urban turning it into a weapon to defend the city.
legends. Fiends find their way in through cracks in the world
and angels descend from on high to bless the righteous. Structural Manifestation
Many of these supernatural creatures do not even know why
they are so drawn to the city. A city is made of buildings that house citizens, industry, and
wealth. When a zeitgeist wishes to crush its enemies with
The Zeitgeist's City mighty fists of stone, plaster, wood, and steel, it wrenches a
A zeitgeist is intrinsically bound to its city and cannot leave. body for itself from very buildings of its city. Able to glide
The streets and plazas of the city are at once its body and its through other worked material in the same way that an earth
home. Most zeitgeist are native to human cities, though a elemental glides through unworked earth, the structural
dwarven city may also give birth to a zeitgeist. A city in which zeitgeist is capable of surprising mobility while within its own
a zeitgeist lives city. However, the zeitgeist has no ability to travel through
unworked earth that is not a part of its city.
Lair Actions
On initiative count 20 (losing initiative ties), the zeitgeist
takes a lair action to cause one of the following effects; the
zeitgeist can't use the same effect two turns in a row
The zeitgeist casts animate objects. The objects animated
by this effect stay animated for 1 minute or until the
zeitgeist uses this lair action again, act on initiative count
20, and use the zeitgeist's spell attack modifier for their
attack rolls (+10).
The zeitgeist selects an square of ground up to 30 feet on
a side. Until initiative count 20 of the following round, that
area is difficult for any creatures not native to the
zeitgeist's city.
The zeitgeist summons 2d4 swarms of rats, 1d6 swarms
of insects, or 2d4 swarms of ravens in unoccupied spaces
within 30 feet of it.
City Effects
The zeitgeist's city is warped by its magic, which creates one
or more of the following effects:
Once per hour, the zeitgeist can locate one humanoid
inside its city as an action. This effect succeeds without
fail, even if the target is protected by spells like
nondetection.
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Empowered Strikes. The zeitgeist's weapon attacks Smog (Costs 2 Actions). The zeitgeist fills the air within
count as magical for the purpose of overcoming a 120 foot radius of itself with thick, slightly yellowish-
damage reduction. grey smog. The area filled with the smog is heavily
obscured, and any creatures that attempt to take the
Innate Spellcasting. The zeitgeist's innate spellcasting Dash action within it must succeed on a DC 18
ability is Charisma (spell save DC 18, +10 to hit with Constitution saving throw or be forced instead to
spell attacks). It can innately cast the following spells, spend their action choking for breath. The smog
requiring no material components: remains until the beginning of the zeitgeist's next turn
At will: call lightning, calm emotions, confusion, or until dispersed by a strong wind.
contagion, fear, fog cloud, pyrotechnics, stinking cloud, Manifestation (Costs 3 Actions). The zeitgeist abandons
stone shape, wall of stone, zone of truth its current form and takes on either a mob or a
Legendary Resistance (3/Day). If the zeitgeist fails a structural manifestation, appearing in a space within
saving throw, it can choose to succeed instead 30 feet of it provided that there is enough relevant
material for it to take on its new form. Its current hit
Smoke Form. The zeitgeist can enter a hostile creature's points and number of expended uses of Legendary
space and stop there. It can move through a space as Resistance remain the same, and it does not lose the
narrow as 1 inch wide without squeezing. Liquids charmed or frightened conditions if it currently is
count as solid surfaces to the elemental. The space it afflicted by them.
occupies is heavily obscured.
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Archfey
T
he archfey are beings of peerless power in the Maeve, however, discovered a way to heal him. The brother
Feywild. Powerful, perilous, and amazing, the and sister bound their souls together, linking their life forces
archfey are not to be trifled with. Some were and restoring much of Loht's former glory. Where once they
once worshiped as gods by humanoids, while ruled separately, now they rule their people together under
others have little interest in the brief lives of the banner of the Erl Court.
those who walk in the mortal lands. The Imprisoned Tyrant. The Heirs of the Erlking know
that Gwydion, the darklord of the Shadow Rift, remains
Archfey by CR imprisoned within the Obsidian Gate. Though the gate was
Monster Challenge Source sealed by the destruction of the Crown of Arak, the siblings
Maeve 13
fear that the shadow-fiend may one day discover a means to
free himself from his imprisonment. Thus they remain ever
Loht 16 vigilant while seeking ways to destroy their ancient enemy for
Selephra 16 good.
Sovereign Elk 20 Lords and Ladies
Loht, the Once-Crippled King
Siobhan 21
Loht is ambitious, cunning, and utterly devoted to his people.
Morwel 22 Once Loht was rake, traveling through the countries of
Thrumbolg 22 Ravenloft, taking lovers and slaying mortals as he saw fit.
However, his maiming has taught him humility the hard way.
Hyrsam 23 Lords and Ladies He no longer wanders the realms, instead remaining at his
Siobhan (in Lair) 23 sister's side, dedicating himself to her and his people.
Baba Yaga 24 Lords and Ladies
Maimed But Proud. Loht will never truly be healed of his
wounds. He still experiences pain from his injuries and is no
Prince of Frost 24 Lords and Ladies longer able to assume his shadow form, but with his sister
Prince of Frost (in Lair) 25 Lords and Ladies helping to bear the burden of his pain he is no longer
defeated by the agony. However, the knowledge of the pain his
Oberon 25 Lords and Ladies sister willingly bears for his sake brings him incredible
Queen of Air and Darkness 26 Lords and Ladies shame, and he secretly yearns for a way to sever their bond
Titania 26 Lords and Ladies
without harming her.
To the arak, Loht is proud and fair, a warrior king standing
side by side with their wise queen. He wears armor forged of
Loht & Maeve, the Heirs dark mythril and continues to wield his father's sword, . If
ever his people are threatened, Loht will not hesitate to
of the Erlking defend them. However, now that his life is directly bound to
Loht and Maeve are twins, the first true shadow fey born his sister's, Loht cannot bear to place himself in much danger
while the people of the Erlking suffered under the yoke of for fear of endangering his beloved sister.
Gwydion, the shadow-fiend. Through cleverness and great
sacrifice, the Erlking was able to lead his people through the Maeve, the Queen in the Shadows
Obsidian Gate and out of the enslavement of Gwydion, Maeve is the fairest of all the Arak, and is also the wisest.
though he perished in the process. The rulership of his Beautiful and perilous, Maeve spends much of her time in the
people was taken up by his son and daughter and his people Malachite Palace, conversing with her spies and learning of
took his name for their race to honor him, becoming the the mortal realm beyond. She often takes mortal lovers,
Arak. toying with them for a time before eventually discarding
The Terrible Trick. Years later Gwydion, still trapped them. Maeve cares only for her brother and her people.
within the Obsidian Gate, reached out to Loht in his dreams, Wisest and Strongest. When their people were making
fooling him into believing that he was his father, trapped their exodus from the control of Gwydion, it was Maeve who
within the Obsidian Gate after defeating the shadow-fiend. kept her wits about her and sealed the fiend away. When her
The lord of the Arak opened the gate, nearly releasing brother strove foolishly to release their ancient enemy, it was
Gwydion. Had it not been for the intervention of his sister's Maeve who orchestrated the events that prevented her
agents Gwydion would have roamed free, enslaving all the brother's folly. When Loht lay crippled in the shadows of the
Arak under his cruel yoke again. deep world, it was Maeve who bound her soul to his to heal
The Crippled Prince. Loht did not escape his encounter his wounds.
with the shadow-fiend unharmed. The lord of the Arak was
gravely wounded by Gwydion, rendering him unable to
assume human form without experiencing unbearable agony.
For many years, he lurked in shadow, his failure and maiming
festering in his mind, oblivious of the efforts of his people.
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Vaeros
Morwel, the Queen of A proud and vigorous celestial ghaele warrior, Vaeros has
Stars dedicated himself to protecting the eladrin children that
remain imprisoned within Baphomet's Infinite Labyrinth,
Morwel is among the fairest beings in all creation. Her hair is fighting with a ferocity unmatched by any other creature
fiery auburn and her skin is honeyed gold. Her beauty is so within that wretched place. Though he was once a consort of
pure, so absolute, that mortals that gaze on her unfiltered are Morwel, he has since abandoned that pleasure to defend the
blinded. As such, she keeps herself wrapped in a mantle of innocents trapped in the Abyss, bringing whatever light and
stars to spare unsuspecting mortals that fate. She regards all joy he can to their poor souls. His sidhe broadsword has been
with aloof interest, and is intrigued by many. Though flighty empowered to possess the powers of a holy avenger
and pretentious, she is never cruel and strives to ensure that (Dungeon Master's Guide pg. 174)
all who visit her realm of Tír Naofa find the experience to be
of perfect enjoyment. Every chamber and hall in her crystal Niezzae, The Gentle
palace is filled with earthly delights: magnificent feasts, Niezzae is an adult gold dragon. They reside on an island in
dances, pleasure rooms, art galleries, baths, and more can be the center of a beautiful lake, and often takes the form of a
found in her palace. beautiful elven man or woman. Niezzae does not favor one
Lovers of the Queen. Though Morwel takes many lovers gender over another, seemingly able to transition fluidly
as the mood strikes her, the greatest share of her affection is between the two. Their hoard contains a vast number of
always reserved for her consorts. Currently, the roles of weapons, which they may lend to the good of heart. They are
consort are filled by Faerinaal, the Dancing Mage and especially fond of promoting just kings and queens to
Gwynharwyf, the Whirling Fury. Faerinaal is a tulani in thrones.
possession of incredible magical skill, aloofly polite though
profoundly kind, and he acts as ambassador for his mistress Krune
in the fey courts of the earthly realms, the celestial courts of Krune is an androsphinx that adores Lady Morwel and visits
the Upper Planes, and beyond. Gwynharwyf, on the other her whenever he can. He is assigned guardianship of a secret
hand, is a boisterous bralani warrior, quick to make friends portal to Tír Naofa and he takes his duty very seriously. He
and always looking for the next adventure, who leads accrues treasure as a diversion, to trick adventurers into
frequent conquests against evil across the planes, though believing that the only thing of value in his realm is the
always returning to the arms of her mistress. She frequently valuables he guards. In his spare time, Krune tends to injured
ventures from Tír Naofa on missions to strike down demons, creatures, and he has a number of favorite mice and birds
wicked dragons, and slavetakers. She shows no mercy to that he cares for dotingly.
those who would enslave others, but is kind to the helpless.
Friends in High Places. Lady Morwel has never left Tír Criostal Lùchairt
Naofa in all the time she has ruled there, and many believe
that if she were to do so the realm would collapse. However, Morwel's palace is an elegant, towering confection of
this has not stopped her from forging alliances with beings moonstone, opal, mother of pearl, and other precious stones
all across the multiverse. Faerinaal travels all across the and gems. It stands at the peak of a large but gentle hill, its
planes on her behalf, and he has forged alliances with gardens spilling out from its walls and down the slopes. From
Titania, Bahamut, the Storm Kings of Arcadia, the Beast her palace Morwel can look out across the entirety of her
Lords, the Wind Dukes of Aaqa, and more. Morwel often realm, cherishing every flickering bonfire and faerie lantern
entertains guests as varied as angels, djinni, metallic like stars in a night sky.
dragons, and archfey in her palace.
These alliances have served her well, as Morwel is a Lair Actions
staunch foe of all demons, having participated in the war On initiative count 20 (losing initiative ties), Morwel takes a
against the Queen of Chaos long ago. She remains a fervent lair action to cause one of the following effects; the same
enemy of the fiends, holding a particular hatred for effect can't be used two turns in a row.
Baphomet, as he still retains the souls of an entire generation All creatures of Morwel's choice that she can see are
of eladrin children in his realm. Morwel often sends hunting subjected to the calm emotions spell.
parties of good fey and celestial sidhe to root out demonic Feelings of goodwill suffuse the very air. Until initiative
infestations on the Material Plane and Feywild, and even count 20 of the following round, all attack rolls made
sends her warriors into the Abyss itself. within sight of Morwel have disadvantage.
Healing energy radiates from the stones of the palace.
Aisha Until initiative count 20 of the following round, a creature
Aisha is a djinni who frequents the Court of Stars. As that starts its turn within the palace can choose whether
Morwel's most favored lover from the Plane of Air, Aisha acts or not to accept the healing energy. Should the creature
as the ambassador between the Queen of the Stars and the accept the magic, it regains 2d6 + 7 hit points. Should a
Great Caliph of the djinn, spending much of her time in the creature that accepts the energy make an attack roll or
Citadel of Ice and Steel attended to by bralani, sylph, boreal, cast a harmful spell before initiative count 20 of the
nephele, and shiradi. She also acts as ambassador to the following turn, it must first succeed on a DC 22 Charisma
Wind Dukes of Aaqa on the rare occasions when it becomes saving throw or magically fall unconscious for 1 minute or
necessary. until it takes damage.
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Siobhan's Lair
Siobhan of the Hidden Siobhan makes her lair deep at the bottom of the sea, where
Depths the only light comes from bio-luminescent creatures drifting
serenely through the dark currents. Her palace is carved from
All the races who travel the oceans have their legends about volcanic rock and strange, shadow loving coral, illuminated
the dark lady beneath the waters. To humans she is a only by the strange glow of the creatures that inhabit the
temptress who lures sailors to their doom. To the aquatic deepest ocean depths.
elves she is dangerous and wonderful, to be loved and
respected from a distance. To the merfolk she is a whispered Lair Actions
legend. To the storm giants she is an aloof figure in their On initiative count 20 (losing initiative ties), Siobhan takes a
prophecies. To the sahuagin she is a terror deep beneath lair action to cause one of the following effects; Siobhan can't
their hunting grounds. To the tritons she is a beautiful and use the same effect two turns in a row. If Siobhan is
perilous hero. For her part, Siobhan keeps her own council, encountered in her lair, she has a Challenge Rating of 23
in her strange castle at the bottom of the sea where no sun (50,000 XP)
ever goes.
Mysterious. Though calm and melancholy, slow to anger Siobhan casts tsunami without components. This effect
and quiet in the face of a challenge, she is constantly requires no concentration, but while it is in effect Siobhan
contemplating, turning over new ideas behind her dark eyes. cannot use any other lair actions.
There are stories of entire cities washed away for a slight Siobhan draws upon the unseen terrors of the depths,
against the deep lady, and those who doubt her power always darkening the water around her. All creatures within 60
do so as far from the ocean as possible. feet of Siobhan that are not in an area of bright
Quiet. The flamboyant politics of the Summer Court and illumination must succeed on a DC 22 Wisdom saving
the sinister intrigue of the Gloaming Court hold little appeal throw and become frightened until they enter an area of
for Siobhan, who prefers to let others do as they will so long bright illumination or initiative count 20 of the next round.
as they permit her her privacy. As such, she involves herself A creature that is effectively blinded, such as not
little in the petty squabbles between Titania and the Queen of possessing darkvision or being in an area of magical
Air and Darkness. Siobhan prefers to spend her time in quiet darkness, has disadvantage on the saving throw.
thought, meandering through her gardens of steam or the Siobhan casts darkness three times at its lowest level,
eerily glowing clouds of jellyfish that fill her realm. targeting different areas with the spell, one of which must
Stories tell that Siobhan was not always like this. Once she be centered on her. Siobhan doesn't need to concentrate
was a fey lord to rival Titania and the Queen of Air and on the spells, which end on initiative count 20 of the next
Darkness, deftly maneuvering through the intricate politics of round. As part of this legendary action, she can teleport to
fey courts as elegantly as a darting fish, ruling the streams any area of magical darkness within 120 feet of her.
and lakes of Faerun alongside her brother Delimbyr, the Lord
Shining. However, while her brother became more and more Regional Effects
involved in the clever machinations of his fellow lords, The region containing Siobhan's lair is warped by her magic,
Siobhan became disaffected with all the flippant pageantry, which creates one or more of the following effects:
yearning for something more. She left the rivers and The ocean depths surrounding Siobhan's lair are eerily
journeyed through the seas. serene, lulling visitors into a false sense of security. Non-
native creatures have disadvantage on Perception and
Survival checks to prevent being surprised within 5 miles
of Siobhan's lair.
Areas of darkness within 5 miles of Siobhan's lair may
naturally become magical darkness.
The strange beauty of Siobhan's realm is seductive, calling
out to those within it. At the end of each long rest that a
creature takes while within 5 miles of Siobhan's lair, it
must make a DC 10 Wisdom saving throw. On a failure,
the target is unwilling to leave until it completes another
long rest. After three failed saving throws, the creature
begins to yearn to feel the embrace of the ocean without
spells to alter its experience. A creature so affected must
make a DC 13 Intelligence saving throw each time it
needs to take a step to ensure its survival beyond normal
tasks, such as spells to enable it to breathe underwater or
wear extra clothing to handle to incredible cold. On a
failure the creature neglects to do so.
If Siobhan dies, these effects fade away over 1d10 days.
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Marine Fey by CR Freshwater Fey by CR
Monster CR Source Monster CR Source
Merfolk 1/8 Monster Manual Nixie ¼
Splanxty ¼ Asrai ½
Asrai ½ Muse 1
Seal ½ Glaistig 2
Selkie 1 Kappa 2
Nereid 2 Yawning Portal Neugle 2
Sea Hag 2 Monster Manual Vodyanoi 3
Darfellan Warrior 3 Naiad 4
Siren 3 Yawning Portal Swarm of Asrai 4
Thorn Knight (Splanxty) 3 Fossergrim 5
Kelpie 4 Yawning Portal Ceffyl Dŵr 6
Noviere 4 Lords and Ladies Animus Loci (Mud) 27
Sea Hag (in coven) 4 Monster Manual Animus Loci (Water) 27
Swarm of Asrai 4
Swamp Fey by CR
Merfolk Siren 5 Monster CR Source
Regiment of Splanxty 5 Darkling ½ Volo's Guide to Monsters
Whalewraith 7 Darkling Elder 2 Volo's Guide to Monsters
Tangie 10 Green Hag 2 Monster Manual
Charybdid 13 Kappa 2
Scyllan 13 Meenlock 2 Volo's Guide to Monsters
Huriat 14 Redcap 3 Volo's Guide to Monsters
Nuckelavee 14 Green Hag (in coven) 4 Monster Manual
Ocean Strider 18 Hannya Hag 4
Siobhan 21 Warlock of the Archfey 4 Volo's Guide to Monsters
Siobhan (in lair) 23 Banderhobb 5 Volo's Guide to Monsters
Animus Loci (Mud) 27 Boglin 5
Animus Loci (Water) 27 Shambling Mound 5 Monster Manual
Hannya Hag (in coven) 6
Jorogumo 8
Baba Yaga 23
Baba Yaga (in Lair) 25
Animus Loci (Mud) 27
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Rural Fey by CR Desert Fey
Monster CR Source
The wastes of the world are harsh places. However, even here
Ashira 0 can be found the fey spirits of nature, living beneath the
Commoner Bacchae 0 stones or just beyond the mirage. The fair folk of the waste
Killmoulis 1/8 are enigmatic and strange, prone to fancies such as moving
stones a tiny bit every day or creating circles of grass inside of
Boggle 1/8 Volo's Guide to Monsters which nothing else grows. These fey are just as dangerous
Brownie 1/8 and uncaring as the lands upon which they live.
Harsh and Unforgiving. The fey of the desert are unkind,
Jack o' Lantern 1 having no concern for the creatures that attempt to eke out
Nat (Einsaung) 1 an existence amid the scraggly grasses and dry sands of their
Swarm of ratwraiths 2 homes. They embody the hazards of the waste such as thirst,
hunger, exposure, and delirium. They do not care for mortals,
Bard of Glamour 3 and those that dare venture into their realms would do best
Feywild Archer 3 to remember that.
Leprechaun 3 Desert Fey by CR
Maenad 3 Monster Challenge Source
Nat (Hkun Yeng) 3 Asherati ¼
Redcap 3 Volo's Guide to Monsters Camelopardel 3
Dream Druid 4 Dustblight 3
Hannya Hag 4 Gelun 3
Jack-of-the-Green 4 Dune Hag 4
Lu Nat 4 Bralani 5 Lords and Ladies
Shepherd Druid 4 Spider Grandmother 5
Warlock of the Archfey 4 Volo's Guide to Monsters Dune Hag (in coven) 6
Curan Hag 5 Silat Hag 8
Spider Grandmother 5 Saguaro Sentinel 9
Verbeeg 5 Silat Hag (in coven) 10
Hannya Hag (in coven) 6 Siabrie 16
Curan Hag (in coven) 7 Vermiurge 20
Bacchae Champion 8 Animus Loci (Dust) 27
Firre 8 Lords and Ladies
Jorogumo 8
Jacky Longlegs 9
Ghaele 12 Lords and Ladies
Jack-in-Irons 12
Kumiho 14
Selephra 16
Baba Yaga 23
Baba Yaga (in lair) 25
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Monster CR Source
Sylvan Fey
Wolfwraith 2
The fey of the forests are the most well known. The largest
and strongest fey kingdoms are located in the deep forests of Bard of Glamour 3
the Feywild and the mortal world, and in those enchanted Displacer Beast 3 Monster Manual
woods intruders should step with caution. Faerybloom Bouquet 3
Sylvan Fey by CR Firbolg Druid 3
Monster CR Source
Green Hag 3 Monster Manual
Chwinga 0 Tomb of
Annihilation Maenad 3
Commoner Bacchae 0 Redcap 3 Volo's Guide to Monsters
Shimmerling 0 Feywild Archer 3
Boggle 1/8 Volo's Guide to Shepherd Druid 4
Monsters Shiere Knight 3
Brownie 1/8 Spriggan 3
Atomie ¼ Leprechaun 3
Blink Dog ¼ Monster Manual Thorn Knight 3
Bramble ¼ Aranea 4
Firbolg ¼ Banshee 4 Monster Manual
Giant Owl ¼ Monster Manual Bisan 4
Grig ¼ Dream Druid 4
Pixie ¼ Monster Manual Green Hag (in coven) 4 Monster Manual
Sprite ¼ Monster Manual Movanic Deva 4
Darkling ½ Volo's Guide to Shepherd Druid 4
Monsters
Voadkyn 4
Satyr ½ Monster Manual
Warlock of the Archfey 4 Volo's Guide to Monsters
Deerwraith 1
Bloodlance 5
Dryad 1 Monster Manual
Faerybloom Garden 5
Faerie Dragon (red, orange, 1 Monster Manual
yellow) Regiment of Sprites 5
Harpy 1 Monster Manual Shambling Mound 5 Monster Manual
Jack o' Lantern 1 Spider Grandmother 5
Quickling 1 Volo's Guide to Unicorn 5 Monster Manual
Monsters
Verbeeg 5
Abeil Vassal 2 Lords and Ladies
Abeil Soldier 6 Lords and Ladies
Coure 2 Lords and Ladies
Annis Hag 6 Volo's Guide to Monsters
Darkling Elder 2 Volo's Guide to
Monsters Banshrae 6
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Monster CR Source
Volcanic Fey
Jorogumo 8
The fey of the volcanic realms of the world revel in
Poludnica 8 Lords and Ladies unquenchable flame. They dance across lava floes and sing
Shimmerling Swarm 8 among the smoke and ash.
Corrupture 9 Volcanic Fey by CR
Treant 9 Monster Manual Monster CR Source
Eladrin Arquen 10 Spark ½
Jackie Longlegs 11 Gelun 3
Verdani 11 Lords and Ladies Bolcaith 17
Abeil Queen 12 Lords and Ladies Bolcaith (Erupting) 23
Baku 12 Animus Loci (Earth) 27
Ghaele 12 Lords and Ladies Animus Loci (Fire) 27
Otsheentou 12 Animus Loci (Magma) 27
Solar Knight 12 Lords and Ladies
Kumiho 14 Regional Specific Fey
Maiden of the Moon 14 Lords and Ladies Some fey are known for originating in a specific region,
though many have spread across the world to other regions.
Verenestra 14 Lords and Ladies The local folk have their own myths about these wily
Viktor Mazan 14 Lords and Ladies creatures.
Abeil Queen (in lair) 15 Lords and Ladies
Fey of Chult
Baba Yaga's Dancing Hut 16 Lords and Ladies
Chult is a realm of dense jungles and strange beasts. The
Selephra 16 chwinga are the most immediate connection to the forces of
Hyrsam 18 Lords and Ladies nature, but the jungles hold innumerable fey kingdoms
Tulani 18 Lords and Ladies
hidden within.
Eztli, the Tower of Flame. There are legends of an
Elder Treant 20 Lords and Ladies animus loci rumored to Ubtao's child residing deep within the
Lelfin 20 jungle. It favors to take the form of a massive Brontosaurus of
flame when challenged and brooks no insult to its father.
Sovereign Elk 20 Lords and Ladies The Pyramid of Xitllali. Legend tells of a strange pyramid
Relkath 21 Lords and Ladies that appears on nights of the full moon, never in the same
Baba Yaga 23 Lords and Ladies
place twice. It calls out to those that see it glimmering under
the starlight, compelling them to join the eternal revelry
Oberon 23 Lords and Ladies within, where the living and the dead dance hand in hand
Razcoreth 23 Lords and Ladies under the rule of Xitllali, the Silver Priestess, on her throne
of glass.
Animus Loci (any manifestation) 23
Oberon (in lair) 24 Lords and Ladies Chultan Fey by CR
Monster CR Source
Titania 24 Lords and Ladies
Chwinga 0 Tomb of Annihilation
Baba Yaga (in lair) 25 Lords and Ladies
Boglin 5
Queen of Air and Darkness 25 Lords and Ladies
Eztli, (Animus Loci, Fire) 27
Titania (in lair) 26 Lords and Ladies
Animus Loci (any) 27
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I
n the interest of categorization, I have created several Avian
new creature tags. The snake and spider tags of 4th
edition did a lot to unify otherwise disparate Any humanoid with avian traits, such as an aarakocra or a
creatures, and while I appreciate categorizing insects kenku, is treated as if it possesses the avian tag.
as beasts, I miss the specificity of classifying them as Avian Creatures by CR
vermin from 3.5. Therefore, I offer these creature
tags, which I have been utilizing throughout this Monster CR Source
supplement. Eagle 0 Monster Manual
Owl 0 Monster Manual
Amphibian
Vulture 0 Monster Manual
Any humanoid with amphibian traits, such as a bullywug, a
firenewt, or a grung, is treated as if it possesses the Hawk 0 Monster Manual
amphibian tag. Raven 0 Monster Manual
Amphibian by CR Blood hawk 1/8 Monster Manual
Monster CR Source Axebeak ¼ Monster Manual
Frog 0 Monster Manual Giant owl ¼ Monster Manual
Toad 0 Monster Manual Swarm of ravens ¼ Monster Manual
Swarm of slaad tadpoles 1/8 Monster Manual Cockatrice ½ Monster Manual
Giant frog ¼ Monster Manual Giant strider 1 Volo's Guide to Monsters
Giant toad 1 Monster Manual Giant vulture 1 Monster Manual
Ice Toad 1 Rise of Tiamat Eblis 1 Tomb of Annihilation
Giant ice toad 3 Yawning Portal Giant eagle 1 Monster Manual
Banderhobb 5 Volo's Guide to Monsters Harpy 1 Monster Manual
Red slaad 5 Monster Manual Hippogriff 1 Monster Manual
Blue slaad 7 Monster Manual Griffon 2 Monster Manual
Green slaad 8 Monster Manual Peryton 2 Monster Manual
Hezrou 8 Monster Manual Owlbear 3 Monster Manual
Gray slaad 9 Monster Manual Vrock 6 Monster Manual
Death slaad 10 Monster Manual Roc 11 Monster Manual
Froghemoth 10 Volo's Guide to Monsters Shiradi 15
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Bovine Equine
Bovine Creatures by CR Any creature with the equine tag is treated as if it possesses
Monster CR Source the mammal tag.
Cow ¼ Volo's Guide to Monsters Equine Creatures by CR
Auroch 2 Volo's Guide to Monsters Monster CR Source
Minotaur 3 Monster Manual Pony 1/8 Monster Manual
Yak-folk warrior 3 Storm King's Thunder Mule 1/8 Monster Manual
Yak-folk priest 4 Storm King's Thunder Draft horse ¼ Monster Manual
Gorgon 5 Monster Manual Riding horse ¼ Monster Manual
Goristo 17 Monster Manual Warhorse ½ Monster Manual
Baphomet 23 Out of the Abyss Hippogriff 1 Monster Manual
Centaur 2 Monster Manual
Canine Neugle 2
Any creature with the canine tag is treated as if it possesses Pegasus 2 Monster Manual
the mammal tag.
Nightmare 3 Monster Manual
Canine Creatures by CR Kelpie 4 Yawning Portal
Monster CR Source
Unicorn 5 Monster Manual
Jackal 0 Monster Manual
Ceffyl Dŵr 6
Mastiff 1/8 Monster Manual
Tangie 10
Blink dog ¼ Monster Manual
Ki-rin 12 Volo's Guide to Monsters
Wolf ¼ Monster Manual
Nuckelavee 14
Worg ½ Monster Manual
Death dog 1 Monster Manual Feline
Dire wolf 1 Monster Manual Any humanoid with feline traits, such as a tabaxi, is treated
Shadow mastiff 2 Volo's Guide to Monsters as if it possesses the feline tag.
Wolfwraith 2 Feline Creatures by CR
Hell hound 3 Monster Manual Monster CR Source
Winter wolf 3 Monster Manual Cat 0 Monster Manual
Barghest 4 Volo's Guide to Monsters Tressym 0 Storm King's Thunder
Yeth hound 4 Volo's Guide to Monsters Panther ¼ Monster Manual
Crag cat 1 Storm King's Thunder
Canine Humanoids by CR
Lion 1 Monster Manual
Monster CR Source
Tiger 1 Monster Manual
Jackalwere ½ Monster Manual
Griffon 2 Monster Manual
Werewolf 3 Monster Manual
Sabertooth tiger 2 Monster Manual
Displacer beast 3 Monster Manual
Manticore 3 Monster Manual
Kamadan 4 Tomb of Annihilation
Lamia 4 Monster Manual
Sea lion 5 Yawning Portal
Chimera 6 Monster Manual
Gynosphinx 11 Monster Manual
Rakshasa 13 Monster Manual
Androsphinx 17 Monster Manual
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Feline Humanoids by CR Rats
Monster CR Source
Any humanoid with rat traits, such as a xvart, is treated as if
Tabaxi Minstrel ¼ Tomb of Annihilation it possesses the rat tag.
Tabaxi Hunter 1 Tomb of Annihilation
Rat Creatures by CR
Weretiger 4 Monster Manual Monster CR Source
Cranium rat 0 Volo's Guide to Monsters
Fish
Rat 0 Monster Manual
Any humanoid with fish traits, such as a merfolk or a kuo-
toan, is treated as if it possesses the fish tag. Giant rat 1/8 Monster Manual
Jermlaine ½
Fish Creatures by CR
Monster CR Source Swarm of rats ¼ Monster Manual
Quipper 0 Monster Manual Swarm of ratwraiths 2
Seahorse 0 Monster Manual Swarm of cranium rats 5 Volo's Guide to Monsters
Ixitcachitl ¼ Out of the Abyss
Rat Humanoids by CR
Giant seahorse ½ Monster Manual Monster CR Source
Reef shark ½ Monster Manual Xvart 1/8 Volo's Guide to Monsters
Swarm of quippers 1 Monster Manual Xvart warlock of Raxivort 1 Volo's Guide to Monsters
Hunter shark 2 Monster Manual Wererat 2 Monster Manual
Merrow 2 Monster Manual
Vampiric ixitcachitl 2 Out of the Abyss Reptile
Giant lightning eel 3 Yawning Portal Any humanoid with reptilian traits, such as a lizardfolk or
Giant shark 5 Monster Manual
troglodyte, is treated as if it possesses the reptile tag.
Sea lion 5 Yawning Portal Reptile by CR
Monster CR Source
Huriat 14
Basilisk 3 Monster Manual
Fish Humanoids by CR Behir 11 Monster Manual
Monster CR Source Cockatrice ½ Monster Manual
Merfolk 1/8 Monster Manual Hydra 8 Monster Manual
Kuo-toa ¼ Monster Manual Crocodile ½ Monster Manual
Sahuagin ½ Monster Manual Giant crocodile 5 Monster Manual
Kuo-toa whip 1 Monster Manual Giant lizard ¼ Monster Manual
Sea spawn 1 Volo's Guide to Monsters Lizard 0 Monster Manual
Sahuagin priestess 2 Monster Manual Giant strider 1 Volo's Guide to Monsters
Kuo-toa monitor 3 Monster Manual Giant subterranean lizard 4 Yawning Portal
Deep scion 3 Volo's Guide to Monsters Giant snapping turtle 3 Tomb of Annihilation
Kraken priest 5 Volo's Guide to Monsters Tarrasque 30 Monster Manual
Merfolk Siren 5
Sahuagin baron 5 Monster Manual Reptile Humanoids by CR
Monster CR Source
Kuo-toa archpriest 6 Monster Manual
Lizardfolk ½ Monster Manual
Ghald 7 Princes of the Apocalypse
Lizardfolk shaman 2 Monster Manual
Lizardfolk king 4 Monster Manual
Troglodyte ¼ Monster Manual
Troglodyte champion of Laogzed 3 Out of the Abyss
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Snakes Saurians
Any creature with the snake tag is treated as if it possesses Any creature with the saurian tag is treated as if it possesses
the reptile tag. Additionally, any humanoid with snake traits, the reptile tag. Additionally, any humanoid with saurian traits,
such as a yuan-ti, is treated as if it possesses the snake tag. such as a saurial or a pterafolk, is treated as if it possesses
the saurian tag.
Snake Creatures by CR
Monster CR Source Saurian Creatures by CR
Flying snake 1/8 Monster Manual Monster CR Source
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Vermin Spiders
Any humanoid with vermin traits, such as a thri-kreen or an Any creature with the spider tag is treated as if it possesses
aldani, is treated as if it possesses the vermin tag. the vermin tag as well.
Spiders by CR
Vermin by CR
Monster CR Source
Monster CR Source
Spider 0 Monster Manual
Crab 0 Monster Manual
Giant wolf spider ¼ Monster Manual
Giant fire beetle 0 Monster Manual
Male steeder ¼ Out of the Abyss
Scorpion 0 Monster Manual
Shaedling ¼
Giant crab 1/8 Monster Manual
Chitine ½ Volo's Guide to Monsters
Stirge 1/8 Monster Manual
Swarm of spiders ½ Monster Manual
Young neogi 1/8 Volo's Guide to Monsters
Female steeder 1 Out of the Abyss
Giant centipede ¼ Monster Manual
Giant spider 1 Monster Manual
Giant wasp ½ Monster Manual
Ettercap 2 Monster Manual
Rust monster ½ Monster Manual
Choldrith 3 Volo's Guide to Monsters
Swarm of insects ½ Monster Manual
Phase spider 3 Monster Manual
Ankheg 2 Monster Manual
Spider grandmother 5
Carrion crawler 2 Monster Manual
Drider 6 Monster Manual
Giant crayfish 2 Yawning Portal
Jorogumo 8
Meenlock 2 Volo's Guide to Monsters
Yochlol 10 Monster Manual
Cave fisher 3 Volo's Guide to Monsters
Flail snail 3 Volo's Guide to Monsters Vermin Humanoids by CR
Kalka-kylla 3 Yawning Portal Monster CR Source
Giant scorpion 3 Monster Manual Aranea 4
Neogi 3 Volo's Guide to Monsters
Worms
Chuul 4 Monster Manual Any creature with the worm tag is treated as if it possesses
Neogi master 4 Volo's Guide to Monsters the vermin tag as well.
Teuziztecatl 4 Yawning Portal Worms by CR
Hulking Crab 5 Storm King's Thunder Monster CR Source
Mezzoloth 5 Monster Manual Swarm of rot grubs ½ Volo's Guide to Monsters
Tlincalli 5 Volo's Guide to Monsters Grick 2 Monster Manual
Umber hulk 5 Monster Manual Purple wormling 2 Storm King's Thunder
Young remorhaz 5 Monster Manual Spawn of kyuss 5 Volo's Guide to Monsters
Banshrae 6 Grick alpha 7 Monster Manual
Chasme 6 Monster Manual Neothelid 13 Volo's Guide to Monsters
Remorhaz 11 Monster Manual Purple worm 15 Monster Manual
Ice devil (gelugon) 14 Monster Manual
Siabrie 16
Vermiurge 20
Vermin Humanoids by CR
Monster CR Source
Aldani 1 Tomb of Annihilation
Thri-kreen 1 Monster Manual
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