Fey Compendium, Vol 1 - Ned Turner

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The document provides an extensive overview of fey creatures and the Feywild plane of existence.

The document describes many different types of fey creatures as well as giants, aberrations, demons, and other magical beasts.

Some locations in the Feywild mentioned include the cities of Astrazalian and Senaliesse as well as realms like the Brokenstone Vale, Hildaland, and the Shadow Rift.

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Table Of Contents Chapter 3: New Monsters


Chapter 1: Roleplaying Fey 23 . . . New Fey Types
4 . . . . . . Origins 23 . . . Animus
4 . . . . Phenomena 23 . . . Sidhe
5 . . . . Cautionary Tales 24 . . . Animus Loci
5 . . . . Yearnings 26 . . . Air Manifestation
5 . . . . Ghost Stories 27 . . . Earth Manifestation
5 . . . . Exaggerations 28 . . . Fire Manifestation
5 . . . . Religious Propaganda 29 . . . Water Manifestation
5 . . . . . . Fey and Mortals 30 . . . Dust Manifestation
5 . . . . Humans and Animals 31 . . . Ice Manifestation
5 . . . . Different Moral Standards 32 . . . Magma Manifestation
6 . . . . The Fey See More Than Us 33 . . . Mud Manifestation
6 . . . . We Are Their Entertainment 34 . . . . Arak, the Shadow Fey
6 . . . . . . Fey Interactions 34 . . . Alven
6 . . . . Theft and Kidnapping 35 . . . Brag
6 . . . . Strange Games 36 . . . Fand
7 . . . . Politics 37 . . . Muryan
7 . . . . Revenge 38 . . . Portune
7 . . . . Unseen Admirer 39 . . . Powrie
7 . . . . Liminal Places 40 . . . Shay
7 . . . . . . Fey Magic 41 . . . Sith
7 . . . . Curses and Gifts 42 . . . Teg
8 . . . . . . Enemies of the Fey 43 . . . Arakin
8 . . . . Aberrations 45 . . . Aranea
8 . . . . Dragons 46 . . . Jorogumo
8 . . . . Fiends 47 . . . Spider Grandmother
9 . . . . Gods 48 . . . . Asherati
9 . . . . Old Ones 48 . . . . Asrai
9 . . . . . . Allies of the Fey 50 . . . . Baku
9 . . . . Gods 51 . . . Banshrae
10 . . . . Dragons 52 . . . . Beastwraith
11 . . . . Old Ones 52 . . . Deerwraith
11 . . . . . . Neutral Parties 53 . . . Ratwraith
11 . . . . Fiends 54 . . . Whalewraith
11 . . . . Old Ones 54 . . . Wolfwraith
11 . . . . Primordials 55 . . . . Bloodlance
11 . . . . Undead 56 . . . . Boglin
57 . . . . Camelopardel
Chapter 2: The Feywild 58 . . . . Charybdid and Scyllan
12 . . . . . . Alternative Cosmology 60 . . . . Corrupture
12 . . . . . . Features and Hazards 61 . . . . Darfellan
12 . . . . Flora 62 . . . Ocean Strider
13 . . . . Fauna 63 . . . . Deadwood Revenant
13 . . . . . . Demesnes 64 . . . . Demons
13 . . . . Androlynne 64 . . . Otsheentou
13 . . . . Astrazalian, the City of Starlight 66 . . . Wendigo
13 . . . . Brokenstone Vale 67 . . . . Dustblight
14 . . . . Cendriane 68 . . . . Eladrin
14 . . . . Hildaland 68 . . . Shiere Knight
14 . . . . Karador 69 . . . Eladrin Arquen
15 . . . . Mag Tureah 70 . . . . Faery
16 . . . . Mithrendain 70 . . . Frost
16 . . . . Nachtur 71 . . . Glouras
16 . . . . Senaliesse 71 . . . Nixie
17 . . . . The Shadow Rift 72 . . . Spark
18 . . . . Tír Naofa 72 . . . Sylph
18 . . . . Vale of the Long Night 73 . . . Faerybloom
19 . . . . . . Fey Diseases and Poisons
19 . . . . Fey Diseases
20 . . . . Fey Poisons

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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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Chapter 4: Archfey Lords and Ladies


175 . . . . Heirs of the Erlking This supplement will make frequent reference to creatures
176 . . . The Erl Court that are detailed in my product “Lords and Ladies: Titania,
177 . . . Loht, the Once-Crippled King Baba Yaga, and Other Archfey.” This product includes
178 . . . Maeve, the Queen in the Shadows statistics for all the archfey patrons described in the Sword
179 . . . . Morwel, Queen of Stars Coast Adventurer's Guide, as well as Baba Yaga and the
181 . . . Faerinaal tuatha of the archfey such as Poludnica, the Maiden of the
182 . . . Gwynharwyf Moon, and the Sisters of Lament. Also included in “Lords
183 . . . . Selephra, the Bramble Queen and Ladies” are statistics for fey such as Sovereign Elk, Lord
185 . . . . Siobhan of the Hidden Depths Kannoth, Viktor Mazan, Razcoreth, the abeil, and all of the
187 . . . . Thrumbolg, First Lord of Mag Tureah sidhe not detailed in this supplement.
Appendix A: Fey Categorized by CR
189 . . . . Fey by Biome
189 . . . Aerial Fey
189 . . . Aquatic Fey
191 . . . Arctic Fey
192 . . . Civilized Fey
193 . . . Desert Fey
194 . . . Planar Fey
195 . . . Stone Fey
196 . . . Sylvan Fey
197 . . . Volcanic Fey
197 . . . . Regional Specific Fey
197 . . . Fey of Chult
198 . . . Fey of Kara-Tur
198 . . . Fey of Rashemen
198 . . . Fey of Ravenloft
199 . . . . Fey by Type
199 . . . Defiled Fey
199 . . . Divine Fey
199 . . . Igneous Fey
200 . . . Psionic Fey
200 . . . Shadow Fey
Appendix B: New Creature Tags
201 . . . Amphibian
201 . . . Avian
202 . . . Bulls
202 . . . Canine
202 . . . Equine
202 . . . Feline
203 . . . Fish
203 . . . Rats
205 . . . Reptile
204 . . . Simians
206 . . . Vermin

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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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Cautionary Tales Religious Propaganda


Death is not real to most people. The idea that one might die This is typically more common with demonic origins. When a
from walking beside the lake seems preposterous to many. new religion takes over an old one, the important religious
But people drown in lakes all the time. People get lost in figures of the old religion becomes the demons and monsters
forests or fall into ditches in the middle of the night with of the new one. The most well known examples are from
astonishing regularity. So to warn people away from risky Christianity, but this can be seen in any large religion.
behavior, dangerous places become populated with However, sometimes these figures don't become demons,
dangerous monsters. That's why so many fey live in instead becoming benign fairy tales. The Mither o the Sea or
dangerous places such as the forest or the river, and it's why Orkney mythos is clearly a divine figure. However, she doesn't
the fey so frequently target children. Plenty of aquatic fey usually get credited as such, since the culture from which she
mirror this, such as the vodyanoi, fossergrim, asrai, and the was birthed doesn't have as influential a scholarly presence
various water horses. as others.
Yearnings Fey and Mortals
People crave companionship. We yearn for it, and when we The fey can be tricky to roleplay. To be appropriately “fey,”
can't have it we fantasize about it. This gives birth to stories something must be at once familiar yet different. Alien yet
of beautiful women out in the wild, of invisible friends in the relatable. A sort of uncanny valley of humanity. This can be
closet. All of the various nymphs are very clear examples of difficult to roleplay, as that's a weird headspace to try to enter.
romantic yearning, as are mermaids and the fossergrim. As such, here are some ways to think of the fey.
The boggle is an embodiment of lonely children who make
up imaginary friends.
Humans and Animals
Ghost Stories Consider how animals view humans. We're these weird, shiny
So many fairy stories would be easily considered ghost things that operate on unfathomable rules. Occasionally we
stories. Strange figures in the night. Sinister curses. Bizarre come out of nowhere to hunt. Other times we come out to
conversations. This is where we get into the territory where perform inscrutable actions on the strange flat things we
fey, fiend, and undead become hard to separate. The Wild create. We seem to control everything and have an apparent
Hunt was often considered a night wherein fairies, devils, or desire to kill them all, yet occasionally a human will take pity
ghosts would hunt mortals for sport. A night in which people on an animal. Consider all the invisible rules that humans
who go out don't come back. Others have chilling tales of follow. Imagine how incomprehensible basic human etiquette
shadowy figures who followed them home at night, asking must be to the pigeon eating crumbs at a nearby table. The
them strange questions and promising them dark deeds. fey, in many ways, behave towards humans the way we
There are plenty of stories of men who find a strange cottage behave towards animals.
in which a beautiful woman resides, only to discover the So yes, there are fey who will hunt humans one day and
following morning that the cottage never existed. dote on them the next. There are fey who torment and kill
humans who may not receive any more disapproval from
Exaggerations their peers than a human child would receive for tormenting
an anthill. There are fey who take pity on mortals and heal
People want the world to mean more. As such, we always see them of all their wounds and grant them incredible powers in
meaning, even where meaning doesn't exist. It's in our nature the same way that a human might take in a bird with a
to ascribe patterns even where no patterns exist, to equal broken wing. They don't need any larger motivation. They just
correlation to causation. Just look at any modern cryptid do it on a whim, since the actions that humans take in their
sightings. Most can be explained by people seeing a large world have about as much impact on the fey as the actions of
bird or catfish and convincing themselves they saw a mouse in the wild has on a human.
something more. This is a common occurrence in the
supernatural. This doesn't just extend to monsters. Sailors Different Moral Standards
deprived of pleasurable company for months at a time see a The fey are neither evil nor good, at least not in the same way
manatee, all soft curves and plush flesh, and it awakens their humans are evil or good. The way that fey interact with each
urges and they insist that they saw a beautiful woman, giving other is independent of the moral standards of humanoids.
birth to stories of mermaids. An evil fey lord such as a verdani might have numerous good
aligned fey who happily serve his cruel whims. This is
because the fey associate with one another based on their
own standards, standards which are independent of morality.
Furthermore, the fey may not feel empathy for humans.
They can maybe mimic it, but ultimately they feel about as
much empathy for humans as we might feel for a toy. We can
personify the toy, but ultimately it's just a plaything. It doesn't
really matter if it gets broken.

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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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Politics Fey Magic by CR


Spell
The Summer Court and the Gloaming Court are constantly CR Level Spell Examples
engaged in incomprehensible political maneuvering, and 0+ cantrip dancing lights, druidcraft, minor illusion
many fey lords of both courts enjoy making adventurers act in
their interests. The relationship between the Summer Court 0+ 1st bane, cure wounds, sleep
and the Gloaming Court is more akin to passionate rivalry 3+ 2nd calm emotions, enthrall, lesser restoration
than actual animosity. However, that does not mean that
deaths do not occur, especially when it comes to their lesser 5+ 3rd bestow curse, fly, remove curse
pawns. 8+ 4th hallucinatory terrain, polymorph
11+ 5th dream, geas, greater restoration
Revenge
13+ 6th flesh to stone, hero's feast, true seeing
Fey have very long memories, and they see no qualm with
punishing a humanoid for a perceived slight done against 15+ 7th mirage arcane
them from decades done ago or even for one committed by a 17+ 8th animal shapes, antipathy/sympathy,
creature's ancestor. Fey revenge often is difficult to identify as feeblemind
revenge, as it can often simply appear to be a string of bad 18+ 9th imprisonment, true polymorph, weird
luck, a freak accident, or an unexplained disappearance.
20+ Epic wish
Unseen Admirer
The fey find humanoids fascinating, and it is not unheard of Curses and Gifts
for a mortal to receive a secret fey admirer. This adoring fey Fey are fond of cursing mortals that displease them, and
may provide their target mortal with secret assistance, such these curses may take a number of forms. A fey need not be
as granting them advantage on Survival checks, bestowing able to cast bestow curse or other similar spells in able to
them with charms, or stymieing the efforts of the mortal's place a curse on a mortal. Rather, their curses can take a
enemies. more creative form. Here are some examples:
Of course, this has another side, too. Sometimes an
admirer becomes too obsessed and begins to feel entitled to Unique Curses
the target of their affection. Many heroes who found d8 Curse
themselves experiencing a streak of excellent luck suddenly 1 Whenever the target speaks truth, flowers fall out of
disappeared without a trace one day, spirited away by the fey. their mouth. Whenever the target lies, toads and
Others may suddenly find themselves or their loved ones vermin fall out of their mouth.
plagued by bad luck from a jealous admirerer. 2 The target becomes infatuated with a particular
creature. An infatuated creature is charmed by the
Liminal Places object of their affection.
These are the places that are only strange afterwards. They 3 The target gains an conspicuous animal trait, such as a
are towns that only sometimes exist, mountains that can only donkey tail, a horse head, or bear claws.
be seen during a storm, deserts that are bigger inside than 4 Creatures of a certain variety, such as spiders, snakes,
they are on the outside. A party may visit a town, sleeping in or toads will automatically be hostile toward the target.
the inn, buying supplies, and speaking to citizens, only to find 5 The target must sing everything they speak.
out when they reach the next town that the town they're
describing does not, in fact, exist. 6 The target cannot speak about a specific subject, such
as the fey that cursed them, dragons, or a plane of
existence.
Fey Magic 7 For every lie the target tells, they or their friends lose 5
Fey are creatures of magic. They don't use spellbooks, they're gp of money or valuables. Should they not have a small
enough denomination of valuables, then a gem, art
written of in spellbooks. Every fey has an innate connection object, or other valuable item loses 5 gp of value.
to the Weave, and as such they all possess the ability to shape
magic in significant ways. In much the same way that a 8 The target is incapable of seeing, hearing, smelling, or
human might tie a knot, a fey might be able to bestow or otherwise perceiving a specific subject, such as a
single creature, a crown, or a street.
create a magical effect. For example, a powerful fey might be
able to cast geas on a creature even if that spell is not in their Should none of those strike your fancy, you might also
Innate Spellcasting option, while others can grant charms or consider a minor or major detrimental property (Dungeon
even blessings. A fey can typically only do this one or two Master's Guide pg 220-221). Typically, a curse lasts only for a
times per day, and never while in combat. certain period of time, but more powerful fey may make their
A good rule of thumb is to gauge the strength of the magic curses permanent until a certain condition is met, such as
by the CR of the fey invoking the curse. love's first kiss or the return of a magical artifact. Conversely,
a fey pleased or delighted by a mortal might grant them a
magical boon. These may include charms, blessings, a minor
or major beneficial properties (Dungeon Master's Guide pg
219), or even an epic boon.

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Enemies of the Fey Fiends


The fey have many enemies in the realms. From demons of Many fiends are beings of ugliness, disease, and corruption,
the Abyss to gods in Celestia, the fey have earned the ire of particularly demons. These creatures are the antithesis of all
numerous powerful beings. that the fey stand for.
Baphomet
Aberrations Long ago, through guile and trickery, an entire generation of
As perversions of the natural order itself, fey are clear eladrin children were bound to the Endless Maze of
enemies of the fey, who despise these wretched creatures and Baphomet, trapped within its winding passages by a pact that
always seek to chase them from their lands. kept them forever young and innocent. Even now, thousands
of years later, these children are hunted down at the pleasure
Aboleth of Baphomet and his many demons. This has drawn the
The aboleth once ruled over mortals like gods from the sea. longstanding enmity of Titania, Morwel, and many other
This ended when the true gods rose up and banished them to archfey, and they frequently send agents into the Abyss to
the deepest regions of darkness. As such, many fey have all seek out and protect the children, hoping to eventually free
but forgotten the aboleths. Siobhan and the Queen of Air and what remains of them.
Darkness are both distinct exceptions, as these foul, psionic
tyrants often reside in the realms that these dark fairy queens Demogorgon
claim as their own. The Prince of Demons is hated by fey of the ocean, whose
waters are so frequently fouled by the slaughters of merrow
Beholders and ixitxachitl loyal to Demogorgon. Wherever his influence
As creatures born from dreams, beholders are closer to the touches the world, nature is corrupted and foulness seeps
fey than most aberrations. However, their immense paranoia into the waters and the blood. Most tragic of all are the fey
and tyrannical whims makes them prime targets for fey who go mad from the sibilant touch of his madness,
mischief. Beholders often find it beneficial to hire humanoids transforming into foul perversions of themselves.
to exterminate fey infestations in their lairs, as the eye tyrants
find they find the behaviors of the lighthearted pranksters Graz'zt
baffling and difficult to combat. The narcissistic lord of Azzagrat has kidnapped countless fey
over the course of his cruel existence, always stealing the
Mindflayers fairest of the fair folk. As such, he's hated with great fervor by
The fey have long memories. They still remember a time both Titania and the Queen of Air and Darkness, whose
when the whole of the Inner Planes feared the tyrannical rule courts will happily cooperate if it means dealing a blow to the
of the mindflayers, their cruelty poisoning the Astral Plane. Dark Prince, and will gladly extend their aid to heroes with
Since the fall of the illithid empire, many fey have been the same purpose.
content to allow the remaining stragglers to go about their
dark business deep undergroun. All except the Queen of Air Orcus
and Darkness, who is a deadly foe of mindflayers. Should any The Blood Lord and his blasphemous undead find no love in
illithids encroach upon her lands, she is ruthless in seeking the land of the fey. Responsible for such unspeakable blights
vengeance. A legend of the Underdark even says that it is against nature as bodaks and the spawn of kyuss, the fey
because of the mindflayers that the Queen of the Gloaming would love to see the Demon Prince of Undeath cast down
Court is immaterial, bound to her Night Diamond. The from his throne of flesh.
mortals who whisper these tales are often found flayed alive,
if they're ever found at all, but the legend still persists. Yeenoghu
There are few creatures that Oberon hates more than gnolls.
Dragons Rapacious and destructive perversions of natural life, gnolls
blight the land with their very presence, slaughtering without
Green dragons love nothing more than to torment and devour need and burning without cause. Oberon and the hybsil,
the fey, as fey are much harder to capture than other quarry centaurs, and other wild folk loyal to him hunt down gnolls
and, as such, are more satisfying. Fey will frequently seek to without mercy, and are always happy to have aid from similar
rid their lands of a green dragon invader. Green dragons will minded outsiders.
often pay handsomely for fey prisoners.
Tiamat considers the fey to be an insignificant annoyance Zuggtmoy
at worst, which has occasionally allowed the agents of Titania The Demon Queen of Fungi is one of the most hated enemies
and Hyrsam to subvert the plans of her cult. She still refuses of the Queen of Air and Darkness, for Zuggtmoy seeks to
to acknowledge them as a threat. corrupt and decay all the beauty of the dark places that the
Unseelie Queen cherishes. The agents of the Gloaming Court
will stop at nothing to stymie Zuggtmoy's plans in whatever
way they can. Oberon also loathes the Demon Queen of
Fungi, and frequently aids the Queen of Air and Darkness in
her assaults upon Zuggtmoy's hold on the world.

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Gods Old Ones


Bane Dendar, the Night Serpent
Bane represents strength and order, the iron fist of The strange goddess of the yuan-ti is a queen of foul
civilization. The fey, on the other hand, are expressions of the nightmares. She is destined to one day swallow the sun
unpredictability of wild nature. His clerics seek to whole. In the meantime, she resides in the realm of dreams,
exterminate troublesome fey wherever they are found, and growing fat on the fears of the world. Her influence even
the fey have learned to recognize and despise the symbol of extends to places in the Feywild, corrupting fair forests into
his black hand. Enemies of the tyrannical priesthood of Bane dark, twisted jungles alive with vicious serpents, strangling
have often found themselves aided by unseen allies who vines, and worse things. Both Titania and Morwel despise the
loosen barding on warhorses, free slaves, and spoil the Night Serpent, and they frequently ally to stymie the efforts of
rations of soldiers marching under the black hand. However, the yuan-ti.
the fey are ever fickle, and it is never wise to count on their
support for long. Moander
The Darkbringer is a hated foe of both Titania and Oberon,
Gruumsh for he only brings rot and foul undeath. When a cult of
Orcs are one of the most destructive races in the world, and Moander is discovered, one can be certain that the cult will
as such they often come into conflict with the fey when they find itself the target of constant pranks. However, the fey fear
destroy their homes. Once when Baghtru himself was riding to openly oppose Moander, for even his attention can ruin
into battle, Titania transformed his auroch steed into a rabbit, creatures as sensitive to otherworldly influence as the fey, so
which was promptly crushed by the bulk of Baghtru as the it is more often that the fey will provide assistance to heroes
orcish god can tumbling to the earth, defeating the raging god seeking to defeat these cults.
in one swift move and humiliating him forever. Luthic
commanded that mothers tell this story to orc whelps, both
as punishment to Baghtru for his recklessness and to teach Allies of the Fey
them the price of arrogance. The orcs have never forgotten The fey are creatures of nature's beauty and bounty. As such,
this slight, though they rightly fear the strange power of the they have many allies, especially among the gods.
fey.
Gods
Lolth
The Spider Queen of the drow despises fairies, just as she The fey do not worship any gods. It is not in their nature.
does all other creatures, and the feeling is mutual. The Queen However, they do honor those gods that favor nature, much in
of Air and Darkness often works to stymie the efforts of Lolth the same way a human might honor a well regarded
and her subjects, sending her servants to cause mischief statesman or a beloved aunt. A great many fey serve gods of
such as releasing slaves, disrupting trade routes, fouling their nature in a way similar to celestials, and many fey that honor
water, and blighting crops. In response, Lolth's clerics have a certain deity will be more positively disposed towards
begun to breed a variety of ettercap loyal to their goddess. adherents of that god's faith.
The natural enmity that ettercaps feel towards fey have
served the drow well thus far. Auril
Almost all of the winter fey love and honor Auril, even the
Tyr kindhearted uldra. The virage are believed by many
The Maimed God has little patience for the spiteful mischief worshipers of Auril to be the Frost Maiden's daughters, and
of the fey. His worshipers are particularly opposed to the many of these cruel fey do in fact act in her interests.
lawless chaos that fey revel in, and his clergy has a long Worshipers of Auril can expect to receive some amount of
history of seeking vengeance against groups of fey who cause deference from the winter fey, though should the winter fey
undue distress and mayhem to innocent people. Both Titania perceive a slight against them they are swift in dispensing
and the Queen of Air and Darkness nurse grudges against vengeance. Only the Prince of Frost bears no love for the
the worshipers of Tyr, and by extension Torm, and temples of Queen of Winter, for he bears love for no one.
Tyr and Torm may find themselves the target of retribution
from the fey for slights committed against them decades or Beshaba
even centuries ago. Beshaba is the cruel goddess of misfortune, which appeals to
a great many of the more spiteful fey, enacting misfortunes on
her behalf. Quicklings in particular are fond of worshipers of
Beshaba, and are known to play pranks on the enemies of
those they see openly honoring Lady Doom, though they are
just as likely to prank them as well as a perverse show of
their favor. Furthermore, leprechauns are known to honor
both Beshaba and Tymora as their sisters or aunts, as many
believe they were born from the goddesses' mother Tyche.

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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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Mag Tureah Exotic Portal Locale


d12 Locale
Eons ago, the fomorians tried to conquer the Feywild, laying
siege to its fair cities and slaughtering or enslaving all they 1 A ruined castle of glass atop an earthmote, a spiral
staircase connecting it to the ground.
found. Their armies could appear from nowhere and vanish
without a trace. It took many years for the archfey to realize 2 The mouth of a flooded cavern, the beginning of an
the source of this strange ability: Mag Tureah. Built deep undersea road paved with huge stones.
beneath the Wood of Sharp Teeth to avoid the notice of the 3 A partially toppled circle of stone menhirs overgrown
archfey and existing simultaneously on the Feywild and the by plantlife.
Material Plane, Mag Tureah was a realm of portals that 4 A gargantuan stature buried in sand up to its
allowed the fomorians to raise and move massive armies with enormous head.
almost no effort. When the fomorians were defeated and
their entire race cursed, they lost the secrets of how to work 5 An abandoned dragon's aerie perched on the lip of an
active volcano.
the portals.
After laying siege to the tower and defeating the horrors 6 A temple of a long dead god, collapsed into rubble.
within, Thrumbolg, the First Lord now holds its halls, still 7 A forgotten chamber that opens up to the sewers of
uncontested after centuries of rule. He is no closer to an enormous city.
understanding the strange inner workings of the portals than
he was centuries ago, and this infuriates him to no end.. Built 8 A tower overlooking a courtyard filled with petrified
soldiers standing in neat ranks.
by the fomorians when they still possessed their incredible,
innate magical power, Mag Tureah is an enigma. Though 9 A deserted priory sprawling across a rocky tidal
Thrumbolg has enslaved countless wizards, sorcerers, island.
warlocks, and other spellcasters, none have been able to fully 10 A crumbling observatory open to the skies above.
illuminate the strange magic of its halls and passages. 11 A covered bridge, woven from the roots of living
Today Mag Tureah is a dangerous realm of unpredictable trees, over a murky river.
portals, sadistic giants, and insane slavemasters. Those that
venture in rarely venture out, save for those who are caught 12 A frozen city built on a terraced mountaintop, with
unaware by the sporadic portals that stretch all across the no trace of its former inhabitants.
multiverse.
The realm of the First Lord is strange. The natural stone of The Portals of Mag Tureah
the caves transitions seamlessly into the wrought iron of the The portals of Mag Tureah open all across the multiverse,
walls, demonstrating the sheer skill and talent that the and the magic that creates them is still not well understood.
fomorians once possessed. Most distressing of all, though, is Thrumbolg has installed servants in some of the destinations
the fact that sporadic portals can appear and disappear of the most predictable portals, leading to strongholds of the
without warning, luring unsuspecting humanoids to their fomorian emperor on isolated mountaintops, in everblack
doom from all across the multiverse. deep sea caverns, tangled jungles, and even stranger locales.
The region within 2 miles of one of these portals is warped
Regional Effects by its presence, which creates one or more of the following
Mag Tureah is a strange realm, filled with twisting tunnels effects:
and spontaneous portals. It possesses the following effects: Short distance teleportation within the area experiences
The faerzress radiation permeating Mag Tureah makes minor malfunctions. Whenever a creature casts a spell or
teleportation a very risky business. Any creature uses an effect that allows them to teleport, they must roll
attempting to teleport into, within, or out of Mag Tureah 1d20. On a roll of a 1, they arrive 1d4 x 5 feet away from
must make a DC 20 Constitution saving throw. On a their intended destination.
failure, the creature takes 1d10 force damage and the Summoning magic within the area experiences minor
teleportation attempt fails. Even if the creature succeeds malfunctions. Whenever a creature casts a spell or uses
on the saving throw, all teleportation attempt made within an effect that allows them to summon a creature, they
Mag Tureah is made as if the target destination is known must roll 1d20. On a roll of a 1, a creature of a different
only by description, even when the destination is a type than intended is summoned instead. The summoned
teleportation circle. Teleportation circles cannot be made creature or creatures must have a CR equal to or lesser
in Mag Tureah. than the intended summon, and they are still under the
The twisting, turning paths of Mag Tureah are supremely control of the summoner.
difficult to navigate. Wisdom (Survival) and Intelligence
(Investigation) checks to avoid becoming lost in Mag
Tureah are made with disadvantage, and all spells cast to
aid navigation, such as find the path, have a 20% chance
of failure.
For every 4 hours spent navigating Mag Tureah without a
guide, there is a 15% chance that the party will
accidentally blunder into a portal leading to a random
destination in the multiverse. Roll from the Exotic Portal
Locale table or use a destination of your choice.

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Mithrendain The Goblin Market is something of a neutral ground for


many fey. Members of the Summer Court and the Gloaming
The greatest of the eladrin cities of the modern era, Court meet together in the numerous pavilions, their rivalries
Mithrendain is the Feywild echo of Silverymoon. It put aside for the time being. Wicked hags and noble unicorns
effortlessly combines their architecture with the natural barter for goods while pixies and satyrs fill the air with music.
growth of their forest with a skill that would shame the Fey lords recruit dreaming adventurers for missions, and
greatest of wood elf cities. Towers and palaces twist elegantly many warlocks meet their archfey patrons for instructions
around and through mighty tree trunks, holding delicately here. Violence is forbidden within the walls of the Goblin
carved walls of crystal and white stone. Market, and any who disobey this edict are immediately
The city is ruled over by King Thindëo and Queen Laurëa, expelled.
both mighty eladrin spellcasters and practically archfey in
their own right. Thindëo is a wise archdruid who speaks Senaliesse
softly and prefers to observe before acting, while his wife Deep within the High Forest of the Feywild is Titania's
Laurëa is a fiercely intelligent archmage who understands far summer realm. It is always pleasantly warm here, even in the
more than she lets on. They are advised by a number of depths of winter, and the weather is always mild. Titania's
arquen who have sworm fealty to archfey such as Titania, palace was sculpted from the branches of a mighty oak by
Oberon, the Queen of Air and Darkness, and other powerful Oberon millenia ago, and it is here that she holds court with
sidhe and fey spirits. These arquen form the ruling class of her most favored advisers. Senaliesse is staffed by hundreds
the city, advising the king and queen on the capricious wills of of fey, including an abeil hive that provides the succulent food
the archfey and participating in an endless dance of alliances and drink.
and betrayals. The palace of Senaliesse is a magnificent realm built into
Mithrendain has a dark secret, for it is built on top of a portal the canopy of towering silver trees, woven from the living
to Lolth's realm of the Demonweb Pits, a secret known to wood itself and adorned with perfumed flowers and serenely
only a handful of the rulers of the city. They maintain a buzzing insects. It is always peaceful here, and pleasures of
constant vigil, defending the Feywild from the foul all kinds can be found within. Here can be found
perversions of the Spider Queen, but her insidious cult has representatives of fey from all across the Feywild, as well as
long since infiltrated their city, seducing eladrin to her occasional guests from the Outer Planes and even the mortal
worship. realm.
Passage into Senaliesse from the mortal realm may occur
Nachtur in dreams, where the sleepers fall asleep at the foot of a great
Ruled by the Great Gark, a hobgoblin archmage of tree and find themselves in the silver branches of the
significant power and influence, Nachtur is carved into the Summer Court. This replicates the effects of the astral
Feywild echo of the Nether Mountains. Unconcerned with the projection spell.
business of other goblinoids, the Great Gark seeks instead to
consolidate his power, seeking strange arcane arts in the
Feywild.
Forever alive with the rumbling and creaking of the
massive gears that turn the strange machines of this dark
realm, Nachtur is perilous to the unwary. Trolls tamed by the
Great Gark's magic roam the tunnels, and oni serve the
hobgoblin lords as treacherously loyal vassals. Entire villages
of goblins are carved out of the living rock of caverns,
complete with their own miniature suns constructed of
enchanted crystal. These villages do not believe that anything
exists beyond the boundaries of their villages, and when their
hobgoblin lords wish to cow them they simply take their sun
away.
The Goblin Market of Nachtur
A unique realm even among the strangeness of the Feywild,
the Goblin Market is a bazaar held at irregular intervals on a
place where numerous leylines converge. The market is
hosted by the Goblin Kingdom of Nachtur, but many of the
stalls are owned and operated by independent parties. Here
almost anything can be purchased, from strange magic items
to magnificent jewelry to deadly poisons. All that is required
is an invitation, allowing those so invited to journey there in
their dreams.

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Regional Effects The Obsidian Gate


The realm of Senaliesse is warped by Titania's magic, which The Shadow Rift holds a terrible secret. Sealed within the
creates one or more of the following effects: Obsidian Gate is Gwydion, the Shadow-fiend, a monstrous
being of unfathomable power and darklord of the Shadow
Titania chooses the nature of all dreams that occur within Rift. Creator and former slaver of the Arak, he was sealed in
5 miles of her lair, though not the content. For instance, the Obsidian Gate when they fled his yoke. Unable to escape
she can dictate that all dreams become frightening, or the Obsidian Gate himself, his influence still reaches across
peaceful, or strange, though she cannot chose what the Shadow Rift.
happens in them. These dreams have no lasting effect
upon waking. If a creature is affected by the dream spell, Gwydion can cast the dream spell at will, targetting only
that spell takes precedence. creatures within the Shadow Rift. A creature cannot be
At the end of each long rest taken within 5 miles of the targeted by this effect more than once every 24 hours.
lair, each creature must make a DC 17 Wisdom saving Gwydion's presence generates the layer of mist that
throw. On a failed save, the creature is unwilling to leave protects the Shadow Rift from the sun. As an action,
Titania's realm until it completes another long rest. After Gwydion can cause any amount of the mist to disappear
three failed saving throws, the creature becomes loyally or regenerate the layer. The layer of mist is 50 feet thick,
devoted to Titania and never willingly leaves her realm and for every foot traveled through it a creature loses 1%
unless commanded to do so by Titania herself. Only a of its existence. If a creature loses 50% of its existence it
dispel evil and good spell or similar magic can end this gains the Incorporeal Movement and Sunlight
effect. The saving throw is made with disadvantage if the Hypersensitivity traits. If it loses 70% of its reality it
creature willingly consumes any food offered to it by becomes permanently invisible. If it loses 80% of its
Titania or a creature loyal to her prior to that long rest. reality it gains the Ephemeral trait. It it loses 100% of its
The weather within 5 miles of Titania's lair is always reality it disappears and can only be brought back with a
balmy and pleasant, a perpetual summer evening, unless wish spell. Otherwise, the reduction in reality can be
Titania wishes it otherwise. cured with greater restoration or similar magic. The mist
Lesser Regional Effects. These effects are present in is immune to wind. A disintegrate spell can destroy a 20
Senaliesse as well as within 2 miles of any realm occupied by foot cube of mist, but the mist will regenerate at a rate of 5
a tuath loyal to Titania. cubic feet per round.
Plant-life within the region is exceptionally robust. The Talamh Fearnóg
Flowering plants may display flowers even out of season. The tuatha of the Erl Court range across all of Ravenloft in
Cloudy days are uncommon in the region, leaving the land traveling entourages, spiriting away exceptional humanoids
frequently bathed in golden sunlight. Even on days when it for their courts. Wherever they settle down for a time become
rains, the sun typically makes an appearance at some places of shadows and sinister beauty.
point to cast a rainbow in the sky. When an Arak wishes to turn a humanoid into an Arakin,
Fey loyal to Titania are not uncommon in the area, and it must light a special candle beside the humanoid while
they delight in playing pranks on strangers. it's sleeping and use a special knife to cut the humanoid's
shadow away from its body. If the Arak succeeds in
The Shadow Rift bringing the humanoid's shadow into the Shadow Rift or a
The Shadow Rift appeared south of Tepest long ago, and the Talamh Fearnóg before the candle is extinguished, the
Vistani have feared it ever since. The impenetrable layer of shadow becomes an Arakin, and its connection to its
mist that fills the rift almost to the brim unmakes any who physical body is severed. The humanoid's body will still go
attempt to travel into it, causing them to fade away into about its daily business, but it will do so without passion
nothingness. Only a single hidden tunnel within Tepest leads or awareness.
safely into the Shadow Rift, and this tunnel is always closely
guarded. Black Mythril
Within, the Shadow Rift is a realm of eternal night. The Black mythril is a variety of mythril that only the arak know
dark mists that linger above block all sunlight from entering, the secret of crafting. It combines the qualities of both mythril
leaving the realm below in a constant state of twilight. Even and adamantine, and any item crafted with it is considered
without the sun, the Shadow Rift is filled with verdant plant- magical for the purposes of damage reduction. However, for
life, and wild animals lurk in the bushes and trees, watching each round a black mythril item spends exposed to bright
intruders warily. However, the most prominent inhabitants of sunlight, it gains a cumulative and permanent -1 penalty to its
the Shadow Rift are the fey, particularly the Arak. Here they attack and damage rolls if it's a weapon or to its AC if it's
lurk in their dreamy cities and luminescent groves, attended armor or a shield. The item is destroyed if the weapon's
to by the mortals they've spirited away into their realm, ruled attack and damage bonus or the shield's AC bonus reaches -5,
over by their twin lords Loht and Maeve. or if the armor's base AC is reduced to 10. Once destroyed,
the item dissolves into a gray mist and disappears.

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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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Heart of the Land


Animus Loci The region to which an animus loci is bound can be many
While the primordials still warred on the surface of the miles across. However, the cradle of its power is the heart of
planet, some chose to abstain from the conflict. These the land, a specific location in the region to which the animus
neutral creatures settled on the infant planet, claiming vast loci is bound wherein it holds all of its power. The heart of
stretches of land for their own and defending it from the land could be a cavern filled with glimmering stones, a
primordial and god alike. When the war was over and the warren formed in the roots of a massive tree, a hollow tower
primordials slain or imprisoned, those that abstained from of magnificent coral, or any other natural formation. An
the conflict were not forgotten. The gods bound them to the animus loci that is defeated will magically return here in its
lands they had claimed, though as mercy they were allowed incorporeal form to recover its strength. However, if it is slain
the freedom to roam their lands. Over time, as nature took here or if the heart of the land is defiled, then the animus loci
hold of the planet, these spirits became infused with the perishes forever.
dreams of the wilderness, transforming them into strange,
god-like spirits of the land. Only a scant few animus loci Regional Effects
remain, slumbering in ancient, out of the way realms of The region to which an animus loci is bound is suffused by its
untouched and untamed wilderness. primal magic, creating the following effects:
Protectors of the Wild. An animus loci is an embodiment Beasts, fey, and plants native to the region are
of the land itself, and as such its life force is tied to the land. permanently charmed by the animus loci and cannot be
Its bones are the rocks in the soil, its flesh is the grass and compelled by any means to target the animus loci with an
the trees, its breath the wind, its blood the streams, its soul attack or a harmful spell.
the animals. Even the wildfires that ravage forests and the An animus loci can cast control weather while within the
volcanic eruptions that rip the land asunder are part of their region to which it is bound. The spell's point of origin is
primordial souls. An animus loci rarely makes itself known, anywhere the animus loci chooses, and the spell can effect
content to simply exist among the cycles of life and death, of up to the entirety of the region to which it is bound. The
creation and destruction that make nature. Even the archfey animus loci doesn't need to maintain a clear path to the
find these creatures inscrutable. Only an unspeakable threat sky or concentrate for the change in weather to persist.
to the natural world, such as the arrival of a demon lord or an Druids loyal to the animus loci have advantage on
incursion from the Far Realm, can stir these titans from their Constitution saving throws to maintain concentration on
slumber. druid spells while in the region.
Wrath of the Land. While its land is safe, the animus loci
is an invisible presence that drifts lazily through its territory.
However, when the land is threatened, an animus loci clothes
itself in a single element, taking the form of a massive animal,
humanoid, or a shapeless force, and rains its vengeance down
on the offenders, tossing them with gales, engulfing them in
wildfires, grinding them between teeth of stone, and
drowning them in its fury. It can change the elements it
clothes itself in almost effortlessly, giving it an enormous
amount of versatility.
Crowns of the Land. A select few fey lords possess
artifacts of incredible power: crowns crafted to command and
control the animus loci themselves. The spirits, for their part,
resent this dominion as a wild animal resents captivity, but it
is powerless to act against whoever wears the crown.
Sometimes these crowns find their way into mortal hands,
and the results are always disastrous
Elemental Nature. An animus loci doesn't require air,
food, drink, or sleep.

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Crown of the Land Air Manifestation


Wondrous item, artifact (requires attunement) An air manifestation is most common in meadows and high
The Crowns of the Land were crafted in the days when the mountain peaks, though they can be found anywhere that
fey themselves were still young. Beautiful coronets of delicate high winds are not unknown. When stirred into action, these
mythril and inset gems, they were forged within the dreams spirits create wild gusts of wind which can toss even large
of volcanoes by the first of the archfey to tame the wild earth. creatures about helplessly.
Though some animus loci resent these crowns, many have
accepted them as parts of their existence, and some even
guard their crowns in hopes of finding a worthy master. Only Earth Manifestation
one crown can exist for each animus loci, and many have The earth manifestation is by far the most common of all
been lost or destroyed. manifestations of animus loci. However, they are especially
A crown of the land is bound to a single animus loci. While common to those animus loci that are bound to a
you are attuned to the crown of the land, the animus loci to subterranean territory. These nature spirits of the Underdark
which it is bound is charmed by you and must obey the letter create vast networks of caves that have been safe from the
of any command you give it. It also imparts additional influence of unwholesome creatures such as mindflayers for
properties which extend beyond the to any being that wears it millenia.
so long as the animus loci itself lives. If the animus loci the
crown is bound to dies, the crown loses all magical Fire Manifestation
properties and withers away, leaving no valuable material
behind. an animus loci need not have an active volcanic feature in its
Random Properties. The crown of the land has the realm to choose a fire manifestation. Forest fires and the
following randomly determined properties: overwhelming heat of a desert are just as much a part of
nature as rain and wind.
2 minor beneficial properties
2 minor detrimental properties Water Manifestation
Fey Crown. A beast, fey, or plant that targets you while you Animus loci bound to oceanic regions or lands with ample
wear the crown of the land with an attack or a harmful spell lakes and rivers take these forms to combat the aboleths,
must first make a Wisdom saving throw with a DC equal to 8 krakens, and aquatic demons that may attempt to take
+ your proficiency bonus + your Charisma modifier. On a control of their realms. However, a region need not be
failed save, the creature must choose a new target or lose the waterlogged to bear a water animus loci.
attack or spell. If you attack a creature or target it with a
harmful spell, that creature automatically succeeds on that Dust Manifestation
saving throw for the next 24 hours. By far the most common form for a spirit of a desert to to
Voice of the Wild. You know Druidic, Primordial, and take, these spirits blind their targets and entomb them in
Sylvan. In addition, you can communicate with plants and crushing sand. Even blue dragons fear to awaken the ire of an
animals as if you shared a common language (this includes animus loci.
all the effects of the speak with animals and speak with
plants spells).
Spells. The crown of the land has 7 charges. While Ice Manifestation
wearing the crown, you can use an action to expend some of From the deep sleep of winter to the eternal slumber of arctic
its charges to cast one of the following spells (save DC 18, tundras, ice is a part of nature. An ice manifestation takes the
+10 to hit with spell attacks) from it: burning hands (3rd level form of a towering being composed of jagged icicles.
version, 1 charge), call lightning (1 charge), conjure elemental
(2 charges), control weather (3 charges), earthquake (4 Magma Manifestation
charges), investiture of flame (3 charges), investiture of ice (3
charges), investiture of stone (3 charges), investiture of wind This form is only taken by animus loci bound to a volcanic
(3 charges), primordial ward (2 charges), storm of vengeance region. These spirits cause incredible devastation in their
(4 charges). While you are within the territory of the spirit of rage, but the scorched land that they leave behind is always
the land to which the crown is bound, the cost of these spells rich with volcanic ash, and plant-life always returns rapidly to
is reduced by 2 (minimum cost of 0). cover the scars.
Additionally, while wearing the crown you can cast animal
messenger, command, and suggestion at will so long as the Mud Manifestation
verbal components are spoken in Druidic, Primordial, or An animus loci typically chooses this form if it is bound to a
Sylvan. swamp or fen, though they may also be found on the bottom
Destroying the Crown of the Land. A crown of the land of the ocean.
can only be destroyed if the animus loci to which it is bound
is explicitly ordered to do so by a creature attuned to the
crown.

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Animus Loci (Air) Actions


Gargantuan fey (animus, primordial), neutral Multiattack. The animus loci makes two attacks with
either its slam or its lightning strike
Armor Class. 18
Hit Points. 585 (30d20 + 270) Slam. Melee Weapon Attack: +16 to hit, reach 10 ft.,
Speed. 0 ft. fly 120 ft (hover) one creature. Hit: 21 (3d8 + 8) bludgeoning damage
Lightning Strike. Ranged Spell Attack: +17 to hit, range
STR DEX CON INT WIS CHA 60 ft., one creature. Hit: 19 (3d6 + 9) lightning
damage
18 (+4) 26 (+8) 28 (+9) 13 (+1) 20 (+5) 14 (+2)
Legendary Actions
Saving Throws: Dex +16, Con +17, Wis +13
Skills. Nature +9, Perception +13 The animus loci can take 3 legendary actions, choosing
Damage Resistances. cold, fire from the options below. Only one legendary action
Damage Immunities. lightning, poison, thunder; option can be used at a time and only at the end of
bludgeoning, piercing, and slashing damage from another creature's turn. The animus loci regains spent
non-magical weapons legendary actions at the start of its turn.
Condition Immunities. exhaustion, grappled, paralyzed, Whirlwind. Each creature in the animus loci's space
petrified, poisoned, prone, restrained, unconscious must make a DC 19 Strength saving throw. On a
Senses. darkvision 120 ft., passive Perception 23 failure, a target takes 17 (3d8 + 4) bludgeoning
Languages. Druidic, Primordial, Sylvan damage and is flung up to 30 feet away from the
Challenge. 27 (105,000 XP) animus loci in a random direction and knocked prone.
If a thrown creature strikes an object, such as a wall or
Air Form. The Animus Loci can enter a hostile floor, the target takes 3 (1d6) bludgeoning damage for
creature's space and stop there. It can move through a every 10 feet it was thrown. If the target is thrown at
space as narrow as 1 inch wide without squeezing. It another creature, that creature must succeed on a DC
can choose to become invisible as a bonus action. 20 Dexterity saving throw or take the same damage
and be knocked prone.
Animus Loci. A beast, fey, or plant that targets the
animus loci with an attack or a harmful spell must first Cyclone Step. The animus loci moves up to 120 feet in
make a DC 18 Wisdom saving throw. On a failed save, a straight line. Any creatures in its path must succeed
the creature must choose a new target or lose the on a DC 20 Strength saving throw or become grappled
attack or spell. The creature is aware of this effect by it. While being grappled by an animus loci, a
before it makes its attack. creature occupies the animus loci's space and is
carried with it while it moves. The animus loci can
Innate Spellcasting. The animus loci's innate spellcasting grapple up to 4 creatures.
ability is Constitution (spell save DC 25, +17 to hit
with spell attacks). It can innately cast the following Thunderous Roar (Costs 2 Actions). The animus loci
spells, requiring no components: utters a mighty roar. All creatures within 60 feet of it
must succeed on a DC 25 Constitution saving throw or
At will: call lightning, cone of cold, control water, fog take 27 (5d10) thunder damage and become deafened
cloud, gust of wind, heat metal, ice storm, move earth, for 1 minute, or half as much on a successful save.
lightning bolt, sleet storm, wall of stone
Manifestation (Costs 3 Actions). The animus loci
1/day each: chain lightning, earthquake, firestorm, assumes another one of its elemental manifestations,
incendiary cloud, storm of vengeance, tsunami, provided the manifestation is appropriate to its terrain
whirlwind and there is an adequate amount of material present to
One With the Land. As long as it remains in its region, it compose its new form. It can teleport up to 30 feet
cannot be surprised, can pinpoint the precise location while doing this, and retains its hit points and
of any creatures within 120 feet of it as a bonus action, expended spells while doing so.
and is immune to sneak attack damage

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Animus Loci (Earth) Actions


Gargantuan fey (animus, primordial), neutral Multiattack. The animus loci makes two attacks with
either its slam or its rock
Armor Class. 19 (natural armor)
Hit Points. 585 (30d20 + 270) Slam. Melee Weapon Attack: +18 to hit, reach 10 ft.,
Speed. 50 ft., burrow 50 ft. one creature. Hit: 37 (5d10 + 10) bludgeoning
damage. If the target is in physical contact with the
ground, they must succeed on a DC 26 Strength saving
STR DEX CON INT WIS CHA throw or be buried up the waist, becoming restrained.
30 (+10) 8 (-1) 28 (+9) 13 (+1) 20 (+5) 14 (+2) The creature can repeat this saving throw at the end of
its turn, removing itself from the ground and ending
Saving Throws: Str +18, Con +17, Wis +13 the condition on a success. A creature can pull them
Skills. Nature +9, Perception +13 out with a successful DC 26 Athletics check
Damage Resistances. cold, fire, lightning Rock. Ranged Weapon Attack: +18 to hit, range
Damage Immunities. poison; bludgeoning, piercing, and 60/240 ft., one creature. Hit: 32 (4d10 + 10)
slashing damage from non-magical weapons bludgeoning damage.
Condition Immunities. exhaustion, paralyzed, petrified,
poisoned, prone, unconscious Legendary Actions
Senses. darkvision 120 ft., tremorsense 120 ft., passive
Perception 23 The animus loci can take 3 legendary actions, choosing
Languages. Druidic, Primordial, Sylvan from the options below. Only one legendary action
Challenge. 27 (105,000 XP) option can be used at a time and only at the end of
another creature's turn. The animus loci regains spent
legendary actions at the start of its turn.
Animus Loci. A beast, fey, or plant that targets the
animus loci with an attack or a harmful spell must first Attack. The animus loci makes one Slam or Rock attack
make a DC 18 Wisdom saving throw. On a failed save,
the creature must choose a new target or lose the Crushing Earth (Costs 2 Actions). All creatures with 120
attack or spell. The creature is aware of this effect feet of the animus loci currently restrained by the
before it makes its attack. ground must make a DC 26 saving throw, taking 16
(3d10) bludgeoning damage on a failure or half as
Earth Glide. The animus loci can burrow through much on a success.
nonmagical earth and stone. While doing so, the Rumbling Earth (Costs 2 Actions). The animus loci
animus loci doesn't disturb the material it is moving burrows up to 100 feet in a straight line. The ground
through. shakes violently, and all creatures standing on it must
Innate Spellcasting. The animus loci's innate spellcasting succeed on a DC 26 Dexterity saving throw or be
ability is Constitution (spell save DC 25, +17 to hit knocked prone. Up to 5 squares of ground no more
with spell attacks). It can innately cast the following than 15 feet on a side become difficult terrain, which
spells, requiring no components: persists until the beginning of its next turn.
At will: call lightning, cone of cold, control water, fog Manifestation (Costs 3 Actions). The animus loci
cloud, gust of wind, heat metal, ice storm, move earth, assumes another one of its elemental manifestations,
lightning bolt, sleet storm, wall of stone provided the manifestation is appropriate to its terrain
and there is an adequate amount of material present to
1/day each: chain lightning, earthquake, firestorm, compose its new form. It can teleport up to 30 feet
incendiary cloud, storm of vengeance, tsunami, while doing this, and retains its hit points and
whirlwind expended spells while doing so.
One With the Land. As long as it remains in its region, it
cannot be surprised, can pinpoint the precise location
of any creatures within 120 feet of it as a bonus action,
and is immune to sneak attack damage

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Animus Loci (Fire) Actions


Gargantuan fey (animus, primordial), neutral Multiattack. The animus loci makes two attacks with its
slam
Armor Class. 15
Hit Points. 585 (30d20 + 270) Slam. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Speed. 60 ft. one creature. Hit: 22 (3d10 + 6) bludgeoning damage
plus 28 (8d6) fire damage. If the target is a creature or
a flammable object, it ignites. Until a creature takes an
STR DEX CON INT WIS CHA action to douse the fire, the creature takes 5 (1d10)
12 (+1) 20 (+5) 28 (+9) 13 (+1) 20 (+5) 14 (+2) fire damage at the start of each of its turns.
Fire Breath (Recharge 5-6). The animus loci exhales fire
Saving Throws: Dex +13, Con +17, Wis +13 in a 90-foot cone. Each creature in that area must make
Skills. Nature +9, Perception +13 a DC 25 Dexterity saving throw, taking 83 (14d10) fire
Damage Resistances. lightning damage on a failed save or half as much on a
Damage Vulnerabilities. cold successful one.
Damage Immunities. fire, poison; bludgeoning, piercing,
and slashing damage from non-magical weapons Legendary Actions
Condition Immunities. exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious The animus loci can take 3 legendary actions, choosing
Senses. darkvision 120 ft., passive Perception 23 from the options below. Only one legendary action
Languages. Druidic, Primordial, Sylvan option can be used at a time and only at the end of
Challenge. 27 (105,000 XP) another creature's turn. The animus loci regains spent
legendary actions at the start of its turn.
Animus Loci. A beast, fey, or plant that targets the Attack. The animus loci makes one Slam attack.
animus loci with an attack or a harmful spell must first
make a DC 18 Wisdom saving throw. On a failed save, Sweltering Heat (Costs 2 Actions). The area 120 feet
the creature must choose a new target or lose the around the animus loci is subjected to intense heat
attack or spell. The creature is aware of this effect until the end of its next turn. During that time, all mist
before it makes its attack. and non-magical water in the area evaporates and all
non-magical ice melts. If there is any magical water or
Fire Form. A creature that touches the animus loci or ice in the area such as that created by wall of ice, the
hits it with a melee attack while within 5 feet of it takes spellcaster must make a DC 25 saving throw with their
5 (1d10) fire damage. In addition, the animus loci can spell attack bonus or lose concentration on the spell,
enter a hostile creature's space and stop there. The first rendering the water or ice non-magical. Any creature
time it enters a creature's space on a turn, that creature that attempts to cast a spell that creates water, ice, or a
takes 5 (1d10) fire damage and catches fire; until cold effect in that area must make a DC 25 saving
someone takes an action to douse the fire, the creature throw using their spell attack bonus. On a failure, the
takes 5 (1d10) fire damage at the start of each of its spell fails and the spell slot is wasted.
turns. Fire Storm (Costs 3 Actions). The animus loci creates up
Illumination. The spirit of the land produces bright light to eight 15-foot cubes of roaring flames on the ground
out to 40 feet and dim light out to an additional 40 within 120 feet of it. Any creature in an area occupied
feet. by a cube or attempting to move through a 5 foot area
of it must make a DC 25 Dexterity saving throw, taking
Innate Spellcasting. The animus loci's innate spellcasting 38 (7d10) fire damage on a failure or half as much on a
ability is Constitution (spell save DC 25, +17 to hit success. All creatures and flammable objects in the
with spell attacks). It can innately cast the following area ignite. Until a creature takes an action to douse
spells, requiring no components: the fire, the creature takes 5 (1d10) fire damage at the
At will: call lightning, cone of cold, control water, fog start of each of its turns. The flames persist until the
cloud, gust of wind, heat metal, ice storm, move earth, start of the animus loci's next turn. The animus loci
lightning bolt, sleet storm, wall of stone may choose to teleport into any area of flame created
by this effect as a part of this legendary action.
1/day each: chain lightning, earthquake, firestorm,
incendiary cloud, storm of vengeance, tsunami, Manifestation (Costs 3 Actions). The animus loci
whirlwind assumes another one of its elemental manifestations,
provided the manifestation is appropriate to its terrain
One With the Land. As long as it remains in its region, it and there is an adequate amount of material present to
cannot be surprised, can pinpoint the precise location compose its new form. It can teleport up to 30 feet
of any creatures within 120 feet of it as a bonus action, while doing this, and retains its hit points and
and is immune to sneak attack damage expended spells while doing so.

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Animus Loci (Water) Actions


Gargantuan fey (animus, primordial), neutral Multiattack. The animus loci makes two attacks with
either its slam or its water jet
Armor Class. 17 (natural armor)
Hit Points. 585 (30d20 + 270) Slam. Melee Weapon Attack: + 15 to hit, reach 10 ft.,
Speed. 40 ft., swim 90 ft. one creature. Hit: 29 (4d10 + 7) bludgeoning damage,
and the target is grappled (escape DC 23). The animus
loci can grapple up to four creatures. When the animus
STR DEX CON INT WIS CHA loci moves, all creatures it is grappling move with it.
25 (+7) 15 (+2) 28 (+9) 13 (+1) 20 (+5) 14 (+2) Water Jet. Ranged Weapon Attack: +17 to hit, range
120 ft., one creature. Hit: 21 (6d6) bludgeoning
Saving Throws: Str +15, Con +17, Wis +13 damage and is knocked prone if it fails a DC 25
Skills. Nature +9, Perception +13 Strength saving throw.
Damage Resistances. cold, fire, lightning
Damage Immunities. poison; bludgeoning, piercing, and Legendary Actions
slashing damage from non-magical weapons
Condition Immunities. exhaustion, grappled, paralyzed, The animus loci can take 3 legendary actions, choosing
petrified, poisoned, prone, restrained, unconscious from the options below. Only one legendary action
Senses. darkvision 120 ft., passive Perception 23 option can be used at a time and only at the end of
Languages. Druidic, Primordial, Sylvan another creature's turn. The animus loci regains spent
Challenge. 27 (105,000 XP) legendary actions at the start of its turn.
Attack. The animus loci makes one Slam or Water Jet
Animus Loci. A beast, fey, or plant that targets the attack.
animus loci with an attack or a harmful spell must first
make a DC 18 Wisdom saving throw. On a failed save, Crush. All creatures that the animus loci is grappling are
the creature must choose a new target or lose the crushed for 23 (3d10 + 7) bludgeoning damage.
attack or spell. The creature is aware of this effect Flood (Costs 2 Actions). The animus loci releases a
before it makes its attack. torrent of water that floods the area within a 120 foot
radius around the animus loci with 5 feet water. Any
Innate Spellcasting. The animus loci's innate spellcasting creature in that area must succeed on a DC 25
ability is Wisdom (Constitution (spell save DC 25, +17 Strength saving throw or be pushed up to 15 feet,
to hit with spell attacks). It can innately cast the being knocked prone if they fail the saving throw by 5
following spells, requiring no components: or more. A Small or smaller creature has disadvantage
At will: call lightning, cone of cold, control water, fog on this saving throw. Any uncovered flames are
cloud, gust of wind, heat metal, ice storm, move earth, extinguished by this water. The animus loci can
lightning bolt, sleet storm, wall of stone teleport to any location that the water occupies,
releasing any creatures it is currently grappling and
1/day each: chain lightning, earthquake, firestorm, grappling any creatures in the space it teleports into
incendiary cloud, storm of vengeance, tsunami, (escape DC 23). The water persists until the start of its
whirlwind next turn.
One With the Land. As long as it remains in its region, it Manifestation (Costs 3 Actions). The animus loci
cannot be surprised, can pinpoint the precise location assumes another one of its elemental manifestations,
of any creatures within 120 feet of it as a bonus action, provided the manifestation is appropriate to its terrain
and is immune to sneak attack damage and there is an adequate amount of material present to
Water Form. The animus loci can enter a hostile compose its new form. It can teleport up to 30 feet
creature's space and stop there. It can move through a while doing this, and retains its hit points and
space as narrow as 1 inch wide without squeezing. It expended spells while doing so.
can choose to become invisible while submerged in
water as a bonus action.

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Animus Loci (Dust) extends in a radius of 60 feet centered on the animus


loci, and the area within the sandstorm is heavily
Gargantuan fey (animus, primordial), neutral
obscured. The air in this area counts as difficult terrain
Armor Class. 18 for any creature flying through it that isn't friendly to
Hit Points. 585 (30d20 + 270) the animus loci.
Speed. 90 ft.
Actions
Multiattack. The animus loci makes three Slam attacks
STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 28 (+9) 13 (+1) 20 (+5) 14 (+2) Slam. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one creature. Hit: 30 (4d10 + 8) bludgeoning damage
Saving Throws: Dex +16, Con +17, Wis +13 Sand Blast (Recharge 3-4). The animus loci exhales
Skills. Nature +9, Perception +13 pressurized sand in a 120-foot long line that is 10 feet
Damage Resistances. thunder wide. Each creature in that area must make a DC 25
Damage Immunities. poison; bludgeoning, piercing, and Dexterity saving throw, taking 45 (10d8) bludgeoning
slashing damage from non-magical weapons damage on a failed save or half as much on a success.
Condition Immunities. exhaustion, grappled, paralyzed, In addition, non-magical armor worn by the target is
petrified, poisoned, prone, restrained, unconscious heavily eroded and takes a permanent and cumulative
Senses. darkvision 120 ft., passive Perception 23 -1 penalty to the AC it offers. The armor is destroyed it
Languages. Druidic, Primordial, Sylvan the penalty reduces its AC to 10.
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.
Dust Form. The animus loci can enter a hostile
creature's space and stop there. It can move through a Sand Rush (Costs 2 Actions). The animus loci moves up
space as narrow as 1 inch wide without squeezing. to 90 feet in a straight line. Any creatures whose
spaces it passes through must succeed on a DC 20
Innate Spellcasting. The animus loci's innate spellcasting Strength saving throw or take 11 (2d10) bludgeoning
ability is Constitution (spell save DC 25, +17 to hit damage and be knocked prone, or half as much on a
with spell attacks). It can innately cast the following successful save and not be knocked prone.
spells, requiring no components:
Dunes (Costs 2 Actions). The animus loci selects a point
At will: call lightning, cone of cold, control water, fog that it can see within 120 feet of it. The area in a 30
cloud, gust of wind, heat metal, ice storm, move earth, foot radius from that point becomes filled with piles of
lightning bolt, sleet storm, wall of stone constantly shifting sand. The area costs 3 feet of
1/day each: chain lightning, earthquake, firestorm, movement for every 1 foot moved through it due to
incendiary cloud, storm of vengeance, tsunami, the treacherous nature of the deep sand.
whirlwind Manifestation (Costs 3 Actions). The animus loci
One With the Land. As long as it remains in its region, it assumes another one of its elemental manifestations,
cannot be surprised, can pinpoint the precise location provided the manifestation is appropriate to its terrain
of any creatures within 120 feet of it as a bonus action, and there is an adequate amount of material present to
and is immune to sneak attack damage compose its new form. It can teleport up to 30 feet
while doing this, and retains its hit points and
Spirit of the Sandstorm. As a bonus action, the spirit of expended spells while doing so.
the land can cause a sandstorm to envelop itself in a
raging sandstorm or end the effect. The sandstorm

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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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Arak, the Shadow Fey


The Arak are a race of fey native to Ravenloft. The realms of Alven
dread have long had stories of strange fey who shun sunlight Tiny fey (shapechanger), chaotic good
and steal away the souls of men and women, leaving only Armor Class. 15
hollow husks. These fey live within the Shadow Rift, a vast Hit Points. 7 (3d4)
canyon south of Tepest enveloped in deadly mists. The Speed. 10 ft, fly 30 ft.
shadow fey speak Arak, a dialect of Sylvan that they
developed during their countless years of isolation. However,
lately they have begun to venture from their realm more and STR DEX CON INT WIS CHA
more, filling the dark realms of Ravenloft with even more 1 (-5) 20 (+5) 10 (+0) 10 (+0) 12 (+1) 14 (+2)
strangeness as they play pranks and abduct innocent souls.
Enslavement in the Shadows. Kidnapped from their Skills. Nature +4
home world by Gwydion, the sorcerer-fiend, they were Damage Resistances. bludgeoning, piercing, and
enslaved to his perverse whims for countless years, during slashing damage from non-magical weapons
which they were warped by the dread fiend's shadow magic. Damage Immunities. lightning
Soon they were imbued with the essence of the Shadowfell Senses. darkvision 120 ft., passive Perception
itself, no longer able to tolerate the harsh light of the sun. Languages. Arak
Children of the Forgotten Hero. The shadow fey name Challenge. 1 (200 XP)
themselves after Arak, the Erlking, who heroically freed them
from the yoke of Gwydion and led them into their new home, Innate Spellcasting. The alven's innate spellcasting
perishing in the act. Now the Arak are ruled by the Erlking's ability is Charisma (spell save DC 12, +4 to hit with
only children, twins named [Loht and Maeve[(#p176). They spell attacks). It can innately cast the following
still honor the laws of Arak, which forbid an arak from killing spells, requiring no material components:
their kin.
Arakin. Arak society relies heavily on the humanoid At will: druicraft, thorn whip
changelings that the arak spirit away from the outside world, 1/day each: dancing lights, dispel magic, entangle,
leaving only empty shells of their former selves. Each variety fly, goodberry, plant growth, polymorph
of arak has their own corresponding variety of arakin that Magic Resistance. The alven has advantage on
dedicates its existence to perfecting its craft. saving throws against spells and other magical
effects.
Arak by CR
Monster CR Source Plant Guidance. The alven can speak to plants as if
they shared a language. Once per day, the alven can
Alven 1 ask any nearby plants to guide it to a specific
Portune 2 location. As long as there are plants in the
requested location, the alven knows the way to the
Fand 3 requested location as if with the find the path spell.
Powrie 4 Shapechange. As a bonus action, the alven magically
Brag 5 turns into a butterfly or back into its true form. It
has the same statistics in both form, but it cannot
Teg 6 cast spells while in butterfly form. It reverts to its
Shay 7 true form if it dies. Any equipment it is wearing or
carrying is absorbed or borne by the new form (the
Muryan 8 alven's choice).
Sith 9 Sunlight Hypersensitivity. The alven takes 5 radiant
Maeve 13 damage when it starts its turn in bright sunlight.
While in sunlight, it has disadvantage on attack rolls
Loht 16 and ability checks.
Loht & Maeve 20
Actions
Alven Entrancing Dance. The alven begins flitting and
dancing through the air. Any creature that can see it
The alven are lighthearted fairies who love nothing more must succeed on a DC 12 Wisdom saving throw or
than flowers and fun. They tend to the many species of night- become charmed by the alven for as long as the
loving flowers in the Shadow Rift. Though they shun from alven continues to use its action each turn to
combat, they can entrance those that would harm them with dance, up to 1 hour. While charmed in this way, the
their flitting dances, luring them into traps or off cliffs if target must use its movement to follow the alven.
threatened.
Flower Homes. Whether in the Shadow Rift or traveling
abroad, alven prefer to live in homes woven of grass and
branches, surrounded by flowers.

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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)

Arak Weapons. The muryan's scimitars are made of


black mythril.
Danse Macabre. When a humanoid within 30 feet of
the muryan sees it make a melee, the humanoid
must succeed on a DC 14 Charisma saving throw
or be forced to start dancing for as long as the
muryan continues to make at least one melee
attack each turn. A dancing creature must use all its
movement to dance without leaving its space and
has disadvantage on Dexterity saving throws and
attack rolls. While the target is dancing, other
creatures have advantage on attack rolls against it.
As an action, a dancing creature can make a
Charisma saving throw to regain control of itself,
ending the condition on a success. If a creature's
saving throw is successful or the effect ends for it,
the creature is immune to the muryan's Danse
Macabre for the next 24 hours.
Innate Spellcasting. The muryan's innate 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:
3/day each: faerie fire, hellish rebuke, shatter
Magic Resistance. The muryan has advantage on
saving throws against spells and other magical
effects.
Sunlight Hypersensitivity. The muryan 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 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)

Innate Spellcasting. The portune's innate


spellcasting ability is Charisma (spell save DC 11,
+3 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
3/day each: cure wounds, lesser restoration
1/day each: create food and water
Magic Resistance. The portune has advantage on
saving throws against spells and other magical
effects.
Shapechange. As a bonus action, the portune
magically turns into an asp (poisonous snake) or
back into its true form. It has the same statistics in
both form, but it cannot cast spells while in asp
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 portune's choice).
Sunlight Hypersensitivity. The portune 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 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)

Innate Spellcasting. The powrie's innate spellcasting


ability is Charisma (spell save DC 11, +3 to hit with
spell attacks). It can innately cast the following
spells, requiring no material components:
At will: invisibility, phantasmal force, silent image
1/day each: fear, mislead, phantasmal killer
Shadow Stealth. While in dim light or darkness, the
powrie can take the Hide action as a bonus action.
Its stealth bonus is also improved to +6.
Shapechange. As a bonus action, the powrie
magically polymorphs into a beast form resembling
a wasp or back into its true form. Its statistics are
the same in each form, except it can't cast spells
while in wasp form. Any equipment it is wearing or
carrying isn't transformed . It reverts to its true
form if it dies.
Sneak Attack (1/Turn). The powrie deals an extra 7
(2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the powrie
that isn't incapacitated and the powrie doesn't have
disadvantage on the roll.
Sunlight Hypersensitivity. The powrie 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
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)

Innate Spellcasting. The shay'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: detect thoughts, enthrall, legend lore,
tongues (self only), suggestion, true strike
Magic Resistance. The shay has advantage on saving
throws against spells and other magical effects.
Sidhe Shape: Nightingale. As a bonus action, the
shay magically polymorphs into a nightingale, or
back into its humanoid form. Any equipment it is
wearing or carrying is absorbed by the new form. In
nightingale form, the shay gains the statistics of a
raven, but retains its hit points, alignment,
Intelligence, Wisdom, Charisma, and damage
resistances and immunities.
Sidhe Weapon: Madolin. As a free action on its turn,
the shay can create a mandolin in an unoccupied
hand. While playing the mandolin, any creature
within 120 feet of the shay that can hear it has
disadvantage on saving throws against spells cast
by the shay, but the shay cannot make weapon
attacks while playing on its mandolin. The shay can
only have one such instrument at any given time,
and can dismiss it as a free action. The instrument
is destroyed by exposure to sunlight.
Sunlight Hypersensitivity. The shay takes 5 radiant
damage when it starts its turn in bright sunlight.
While in sunlight, it has disadvantage on attack rolls
and ability checks.
Unearthly Grace. The shay adds its Charisma
modifier to its AC.

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.

Sith Sidhe Shape: Shadow. As a bonus action, the sith


magically polymorphs into a shadow form, or back into
Medium fey (sidhe), lawful evil
its true form. It reverts to its true form if it dies. Any
Armor Class. 13 equipment it is wearing or carrying is absorbed by the
Hit Points. 82 (15d8 + 15) new form. In shadow form, the sith has the statistics of
Speed. 30 ft. a shadow, but retains its hit points, alignment,
Intelligence, Wisdom, Charisma, Sunlight
Hypersensitivity, and damage resistances and
STR DEX CON INT WIS CHA immunities.
12 (+1) 17 (+3) 13 (+1) 20 (+5) 16 (+3) 18 (+4) Sidhe Weapon: Shortsword. As a free action on its turn,
the sith can create a shortsword in an unoccupied
Saving Throws: Int +9, Wis +7, Cha +8 hand. The shortsword is a magical weapon and uses the
Skills. Arcana +9, Perception +7, Stealth +7 sith's spellcasting modifier for attack and damage rolls.
Damage Resistances. cold, necrotic; bludgeoning, The sith can only have up to two such weapons at any
piercing, and slashing damage from non-magical given time, and can dismiss one or both weapons as a
weapons that aren't silvered free action. The weapons are destroyed by exposure to
Damage Immunities. fire, lightning sunlight.
Condition Immunities. charmed, frightened, petrified Sunlight Hypersensitivity. The sith takes 5 radiant
Senses. darkvision 120 ft., passive Perception 17 damage when it starts its turn in bright sunlight. While
Languages. Arak in sunlight, it has disadvantage on attack rolls and
Challenge. 9 (5,000 XP) ability checks.

Innate Spellcasting. The sith's innate spellcasting ability Actions


is Charisma (spell save DC 16, +8 to hit with spell Multiattack. The sith makes two shortsword attacks.
attacks). It can innately cast the following spells,
requiring no material components: Shortsword (Humanoid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6
At will: bestow curse, blight, fear, ray of sickness, speak + 3) piercing damage plus 16 (3d8) lightning damage.
with dead, vampiric touch
2/day each: animate dead, circle of death, darkness Reactions
Magic Resistance. The sith has advantage on saving Glare. When a creature makes a melee attack against
throws against spells and other magical effects. the sith, the sith can force it to make a DC 16
Charisma saving throw if the sith isn't incapacitated
and can see the creature. If the saving throw fails, the
target is stunned until the end of its turn.

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Teg Lovers of Food. Whether in the Shadow Rift or traveling


abroad, the teg reside in dens dug into the roots of trees,
The teg are the feral hunters of the arak. Small and slender, often with foxes and their tegkin in fox form. They eagerly
looking like children with wild hair, clawed hands, and sharp roam the world beyond the Shadow Rift in search of new
teeth, teg are possessed of a startling strength. They never foods to enjoy. They are attracted to festivals and feasts
cloth themselves, preferring to remain naked and free, where good foods are being served, and are eager to spirit
though they smear themselves with so much mud and spend away chefs that inspire them. They also love hunters and will
so much time transformed into foxes that it often does not keep those that impress them.
matter. They spend their time hunting, rushing through
forests, their frightening howls echoing through the trees.

Teg Shapechange. As a bonus action, the teg magically


polymorphs into a beast form resembling a fox or back
Small fey (shapechanger), neutral evil
into its true form. Its statistics are the same in each
Armor Class. 14 form, except it can't cast spells while in fox form. Any
Hit Points. 71 (11d6 + 33) equipment it is wearing or carrying isn't transformed .
Speed. 50 ft. It reverts to its true form if it dies.
Sunlight Hypersensitivity. The teg takes 5 radiant
damage when it starts its turn in bright sunlight. While
STR DEX CON INT WIS CHA in sunlight, it has disadvantage on attack rolls and
16 (+3) 18 (+4) 16 (+3) 13 (+1) 18 (+4) 14 (+2) ability checks.

Saving Throws: Dex +7, Wis +7 Actions


Skills. Acrobatics +7, Perception +7, Stealth +7 Multiattack. The teg makes three attacks: one with its
Damage Resistances. bludgeoning, piercing, and bite and two with its claws.
slashing damage from non-magical weapons
Damage Immunities. cold Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses. darkvision 120 ft., passive Perception 17 creature. Hit: 7 (1d6 + 4) piercing damage.
Languages. Arak Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge. 6 (2,300 XP) creature. Hit: 6 (1d4 + 4) slashing damage. If the teg
hits the same target with two claw attacks in the same
Magic Resistance. The teg has advantage on saving turn, the target is grappled (escape DC 14).
throws against spells and other magical effects.
Disorienting Howl (Recharge 5-6). Each humanoid that
Keen Senses. The teg has advantage on Wisdom is within 120 feet of the teg and can hear it must
(Perception) checks that rely on hearing or smell. succeed on a DC 13 Wisdom saving throw or become
frightened for 1 minute. While frightened in this way,
Pack Tactics. The teg has advantage on an attack roll the creature is under the effects of the confusion spell.
against a creature if at least one of the teg's allies is A creature can repeat the saving throw at the end of
within 5 ft. of the creature and the ally isn't each of its turns, ending the effect on a success. If a
Incapacitated. creature's saving throw is successful or the effect ends
Shadow Stealth. While in dim light or darkness, the teg for it, the creature is immune to the teg's Disorienting
can take the Hide action as a bonus action. Its stealth Howl for the next 24 hours.
bonus is also improved to +10.

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Arakin Template Fandkin


The arakin are the humanoids whom the arak have taken a The fandkin provide the arak with their magnificent artwork
liking to. These people's shadows are cut from their body by and act as attractive companions for high-ranking arak.
the arak and taken to the Shadow Rift, whereupon they Common targets for fandkin are artists and beautiful men
become reflections of their innermost self, free to pursue and and women.
perfect their trade without distraction. The bodies that are Enhanced Traits. Proficiency in Wisdom (Insight),
left behind are known as the elf-shot or shadow-reft, Wisdom (Perception), any of the following artisan's tools:
possessing neither heart nor soul, going about their lives as if calligrapher's, glassblower's, jewler's, painter's, potter's,
sleepwalking. weaver's, woodcarver's.
An arakin is utterly dedicated to its craft, to the exclusion See Invisible. The fandkin can see invisible creatures and
of all else. An arakin is a font of knowledge and experience in objects as if they were visible, and can see into the Ethereal
its field of expertise, but is utterly devoid of input regarding Plane.
any other subject. Muryankin
Arak Bound. An arakin is charmed by all arak and cannot The muryankin are the defenders of the arak, and all arak
be charmed by any non-fey creature. have at least one muryankin with them when they travel
Enhanced Traits. All arakin have their proficiency bonus abroad. Graceful and vicious, they eagerly enter the fray,
doubled on a specific skill or tool proficiency, as determined becoming even more crazed when they smell blood on the air.
by their Arakin Subtype (see below). Common targets for muryankin are warriors, such as
Languages. All arakin can understand, speak, read, and berserkers, gladiators, and swashbucklers.
write in Arak, in addition to any other languages they knew. Enhanced Traits. Proficiency in Dexterity (Acrobatics),
Arakin Subtype. An arakin possesses a subtype Charisma (Intimidation), and melee weapon attacks.
determined by the variety of arak that created it. Blood Frenzy. The muryankin has advantage on melee
attack rolls against any creature that doesn't have all its hit
Alvenkin points
Alvenkin tend to the gardens and forests of the arak,
dedicating themselves exclusively to the wellbeing of wildlife Portunekin
in these realms. Common targets for alvenkin are gardeners The portunekin are the healers of arak society, tending to the
and druids. wounds of both the arak and the arakin alike. Common
Enhanced Traits . Proficiency in Intelligence (Nature). targets for portunekin are doctors and healers such as
Speak with Plants. The tegkin can communicate with acolytes, priests, and druids.
plants as if they shared a language. Enhanced Traits. Proficiency in Wisdom (Medicine) and
any of the following tools and kits: alchemist's tools,
Bragkin herbalism kit.
The bragkin see to the functional needs of the arak, namely Aspblood. The portunekin is immune to all poisons
their clothing, armor, weapons, and buildings. Common
targets for bragkin are craftsmen. Powriekin
Enhanced Traits. Proficiency in Strength (Athletics) and The powriekin are the thieves and assassins of the arak, and
any of the following artisan's tools: carpenter's, are sent by the shadow fey when they wish to kill or steal
cartographer's, cobbler's, leatherworker's, mason's, smith's, something. Common targets for powriekin are spys and
tinker's assassins.
Powerful Build. The bragkin counts as one size larger Enhanced Traits. Proficiency in Dexterity (Stealth),
when determining its carrying capacity and the weight it can Dexterity (Slight of Hand), Charisma (Deception), and any of
push, drag, or lift. the following tools and kits: thief's tools, disguise kit, forgery
kit, poisoner's kit.
Shadow Stealth. While in dim light or darkness, the
powriekin can take the Hide action as a bonus action and its
Stealth bonus is doubled.
Shaykin
The shaykin are the musicians and lorekeepers of the arak. It
is their duty to preserve the epics and songs of the arak to
ensure their history is remembered. Common targets for
shaykin are bards and sages.
Enhanced Traits. Proficiency in Intelligence (History),
Intelligence (Investigation), Intelligence (Religion), Charisma
(Performance), Charisma (Persuasion) and any Musical
Instruments.
Magic Resistance. The shaykin has advantage on saving
throws against spells and other magical effects.

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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)

Arak Bound. The muryankin is charmed by all arak


and cannot be charmed by any non-fey creature.
Blood Frenzy. The muryankin has advantage on
melee attack rolls against any creature that doesn't
have all its hit points
Reckless. At the start of its turn, the muryankin can
gain advantage on all melee weapon attack rolls
during that turn, but attack rolls against it have
advantage until the start of its next turn

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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Jorogumo Temptress. Some crueler aranea develop a taste for


humanoid flesh, delving into sorcery to increase their
Grown large on the flesh of mortals, a jorogumo is an expert strength. They weave magnificent illusions of mansions
at shapeshifting and deceit. Their venom enslaves the mind decked with beautiful tapestries and lined with invisible
and their webs ensnare the flesh. It is not enough for spiderwebs to lure in unsuspecting humanoids, whom they
jorogumo to simply capture a prey. They must entrap them. torment and devour.
They lure in their prey, leading them deeper into their lairs,
until the victim is helpless to escape, before revealing their
true nature.

Jorogumo 3/day each: darkness, nystul's magic aura, silent image


Medium fey (shapechanger, spider), neutral evil 1/day each: mage armor, major image, mirage arcane,
seeming
Armor Class. 12 (15 with mage armor)
Hit Points. 93 (11d10 + 33) Spider Climb. The jorogumo can climb difficult
Speed. 30 ft, climb 30 ft surfaces, including upside down on ceilings, without
needing to make an ability check.
Web Sense. While in contact with a web, the jorogumo
STR DEX CON INT WIS CHA knows the exact location of any other creature in
16 (+3) 15 (+2) 16 (+3) 18 (+4) 16 (+3) 20 (+5) contact with the same web.
Web Walker. The jorogumo ignores movement
Saves. Dex +5, Int +7, Wis +6 restrictions caused by webbing.
Skills. Acrobatics +5, Arcana +7, Deception +11,
Perception +6, Persuasion +8, Sleight of Hand +5, Actions
Stealth +5
Multiattack. The jorogumo makes two weapon attacks.
Damage Resistances. bludgeoning, piercing, and
slashing damage from non-magical weapons Bite (Spider or hybrid form only). Melee Weapon Attack:
Senses. passive Perception 16 +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 +3)
Languages. Common, Dwarvish, Elvish, Gnomish, Sylvan piercing damage plus 7 (3d4) poison damage. The
Challenge. 8 (3,900 XP) target must succeed on a DC Constitution saving
throw or become poisoned for 1 minute. While
Betrayal. As a bonus action, the jorogumo can poisoned in this way, a target is charmed by the
command one creature charmed by her venom to use jorogumo.
its reaction to move in a direction of its choice or
Web (Recharge 3-4) (Spider or hybrid form only). Ranged
make on weapon attack against a creature of her
Weapon Attack: +5 to hit, 30/60 ft. one creature. Hit:
choosing. If the direction of the movement is
The target is restrained by webbing. As an action, the
obviously dangerous (such as a pit of lava) or if the
restrained target can make a DC 12 Strength check,
target of the attack is an ally of the creature, the
bursting the webbing on a success. The webbing can
creature is allowed to make a DC 16 Charisma saving
also be attacked and destroyed (AC 10; hp 5;
throw, resisting the command on a success.
vulnerability to fire damage; immunity to bludgeoning,
Innate Spellcasting. The jorogumo's innate spellcasting poison, and psychic damage).
ability is Charisma (spell save DC 16, +8 to hit with Shapechange. The jorogumo changes into one of three
spell attacks). It can innately cast the following spells, forms: a Large spider form, a single Medium or Small
requiring no material components: humanoid form unique to it, or a Large spider-
At will: detect magic, light, poison spray (17th level) humanoid hybrid. Aside from its size, its statistics are
resistance the same in each form.

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Spider Grandmother Grandma Spider. As an aranea ages, it becomes more


difficult for them to capture their own food. These elderly
Spider grandmothers are among the wisest of the fey. They aranea find that their textile skills make them welcome
are aranea who have lived long, full lives, accruing the members of humanoid civilizations, so long as their spider-
wisdom of countless ages. That wisdom weighs heavily on forms never become common knowledge. These aranea often
them, aging them into kindly old crones. They delve into the take pleasure in teaching others their textile skills, all while
power of the mind, reaching beyond the material plane to the weaving protections around their chosen town. These aranea
strange realms beyond. are known in scholarly circles as kokyangwuti, but to the
villagers they live with they happily go by the title of
Grandma.

Spider Grandmother Spider Climb. The spider grandmother can climb


difficult surfaces, including upside down on ceilings,
Medium fey (shapechanger, spider), neutral good
without needing to make an ability check.
Armor Class. 11 (14 with mage armor) Web Sense. While in contact with a web, the spider
Hit Points. 82 (11d8 + 33) grandmother knows the exact location of any other
Speed. 30 ft, climb 30 ft. creature in contact with the same web.
Web Walker. The spider grandmother ignores
STR DEX CON INT WIS CHA movement restrictions caused by webbing.
13 (+1) 12 (+1) 16 (+3) 19 (+4) 20 (+5) 15 (+2) Actions
Bite (Spider or hybrid form only). Melee Weapon Attack:
Saving Throws: Int +7, Wis +8
+5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 +3)
Skills. History +7, Insight +8, Investigation +7,
piercing damage plus 7 (3d4) poison damage. The
Medicine +8, Nature +7, Perception +8, Religion +7
target must succeed on a DC Constitution saving
Damage Resistances. bludgeoning, piercing, and
throw or become poisoned for 1 minute.
slashing damage from non-magical weapons
Condition Immunities. charmed, frightened Web (Spider or hybrid form only). Ranged Weapon
Senses. passive Perception 18 Attack: +5 to hit, 30/60 ft. one creature. Hit: The target
Languages. Celestial, Common, Dwarvish, Gnomish, is restrained by webbing. As an action, the restrained
Sylvan, telepathy 60 ft. target can make a DC 12 Strength check, bursting the
Challenge. 5 (1,800 XP) webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5; vulnerability to
Innate Spellcasting (Psionics). The spider grandmother's fire damage; immunity to bludgeoning, poison, and
innate spellcasting ability is Wisdom (spell save DC 16, psychic damage).
+8 to hit with spell attacks). It can innately cast the
following spells, requiring no components: Psychic Blast (Recharge 5-6). All creatures of the spider
grandmother's choice within 30 feet of her must make
At will: dancing lights, detect evil and good, detect a DC 16 Intelligence saving throw. On a failure, a target
magic, detect thoughts, mage armor (self only), takes 22 (5d8) psychic damage, or half as much on a
produce flame success. In addition, on a failure, a target is stunned
until the end of its next turn.
3/day each: bless, calm emotions, dream, heroism,
shield of faith, wall of force Shapechange. The spider grandmother changes into
one of three forms: a spider form, a single humanoid
1/day each: contact other plane, sanctuary, telekinesis form unique to it, or a spider-humanoid hybrid. Its
Magic Resistance. The spider grandmother has statistics are the same in each form.
advantage on saving throws against spells and other
magical effects.

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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 Magic Resistance. The asrai has advantage on saving


Dagger. Melee or Ranged Weapon Attack: +3 to hit, throws against spells and other magical effects.
reach 5 ft., range 20/60 ft., one creature. Hit: 4 Sun and Air Susceptibility. Whenever an asrai starts
(2d4 + 2) piercing damage. its turn in an area of bright sunlight or outside of
water, it takes 1 necrotic damage.
Water Breathing. The asrai can breathe only
underwater.

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.

Baku Innate Spellcasting. The baku's innate spellcasting ability


is Charisma (spell save DC 17, +9 to hit with spell
Large celestial, lawful good
attacks). It can innately cast the following spells,
Armor Class. 14 (natural armor) requiring no material components:
Hit Points. 102 (12d10 + 36) At will: detect thoughts, dream, protection from evil
Speed. 30 ft. and good
3/day each: dispel evil and good, gaseous form (self
STR DEX CON INT WIS CHA only)
20 (+5) 11 (+0) 17 (+3) 18 (+4) 19 (+4) 20 (+5) 1/day each: astral projection, hallow, magic circle
Legendary Resistance (2/Day). If the baku fails a saving
Saving Throws: Str +9, Wis +8, Cha +9 throw, it can choose to succeed instead
Skills. Perception +8
Magic Resistance. The baku has advantage on saving
Damage Resistances. bludgeoning, piercing, and
throws against spells and other magical effects.
slashing damage from non-magical weapons
Condition Immunities. charmed, frightened, paralyzed, Magic Weapons. The baku's weapon attacks are
unconscious magical.
Senses. Truesight 120 ft., passive Perception 18
Languages. Celestial, Sylvan, telepathy 60 ft. Actions
Challenge. 12 (8,400 XP) Multiattack. The baku makes two attacks with its claws
Arcane Scent. The baku can detect magic, sense Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
desecrated and consecrated ground and objects, creature. Hit: 14 (2d8 + 5) slashing damage
detect fear and nightmares, and identify aberrations,
celestials, elementals, fey, fiends, or undead within 30 Legendary Actions
feet of it with its sense of smell. This ability extends to The baku can take 3 legendary actions, choosing from
both the Material Plane and the Ethereal Plane, the options below. Only one legendary action option
regardless of which one the baku currently occupies. It can be used at a time and only at the end of another
can also detect by scent a target's plane of origin, any creature's turn. The baku regains spent legendary
planes of existence it has recently visited, and whether actions at the start of its turn.
the target is astral projecting.
Attack. The baku makes one attack with its claws
Consume Evil. As a bonus action, the baku can target
one fiend or undead it can see within 5 ft of it that has Consume Nightmare. The baku targets one creature
0 hit points and is still alive. The target must succeed within 10 feet of it on either the Material Plane or the
on a DC 17 Constitution saving throw against this Ethereal Plane that is currently charmed, frightened, or
magic or die. If the target dies, the baku regains hit experiencing a nightmare. The target is cured of that
points equal to half the target's max hit points. If the condition and the baku recovers 2d8 + 4 hit points.
target is a fiend, it is permanently destroyed and does Silver Aura (Costs 2 Actions). The baku creates an aura
not reform on its homeplane. If the target is an undead, of pale, swirling silver mists that extends 30 feet out
its spirit is released from the bindings of undeath and from itself. Until the beginning of the baku's next turn,
neither the undead's spirit nor its body can be made all non-evil creatures within the aura have advantage on
into an undead again. saving throws against effects created by fiends and
Ethereal Jaunt. As a bonus action, the baku can undead, and all fiends and undead within the aura have
magically shift from the Material Plane to the Ethereal disadvantage on saving throws to resist turning.
Plane, or vice versa.

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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.

Beastwraith Template STR DEX CON INT WIS CHA


A beastwraith can be created by applying the following
template to any beast. 11 (+0) 16 (+3) 11 (+0) 7 (-2) 14 (+2) 5 (-3)
Type. The beastwraith is undead. Unlike other undead, the
beastwraith retains any tags it possessed in life. Damage Immunities. necrotic, poison; bludgeoning,
Alignment. The beastwraith is neutral evil. piercing, and slashing damage from non-magical
Ability Scores. The beastwraith has an Intelligence of 7 weapons that aren't silvered
(-3) and a Charisma of 5 (-3) unless it already had higher Condition Immunities. charmed, exhaustion,
scores. frightened, grappled, paralyzed, petrified,
Damage Immunities. necrotic, poison; bludgeoning, poisoned, prone, restrained
piercing, and slashing damage from non-magical weapons Senses. darkvision 120 ft., passive Perception 11
that aren't silvered. Languages. understands Sylvan but cannot speak
Challenge. 1 (200 XP)
Condition Immunities. charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses. The beastwraith has darkvision out to 120 ft. Aura of Savagery. When a creature that isn't an
undead or construct first moves within 30 feet of
Languages. The beastwraith understands Sylvan but the beastwraith or starts its turn there, it must
cannot speak in addition to any other languages it may have make a DC 12 Wisdom saving throw or become
spoken or understood. frightened for 1 minute. Beasts have disadvantage
Aura of Savagery. When a creature that isn't an undead or on this saving throw, and while frightened in this
construct first moves within 30 feet of the beastwraith or way a beast attacks the creature closest to it. A
starts its turn there, it must make a DC 12 Wisdom saving creature can repeat the saving throw at the end of
throw or become frightened for 1 minute. Beasts have each of its turns, ending the effect on a success. If
disadvantage on this saving throw, and while frightened in a creature's saving throw is successful or the effect
this way a beast attacks the creature closest to it. A creature ends for it, the creature is immune to the
can repeat the saving throw at the end of each of its turns, beastwraith's Aura of Savagery for the next 24
ending the effect on a success. If a creature's saving throw is hours.
successful or the effect ends for it, the creature is immune to Consume Life. As a bonus action, the beastwraith
the beastwraith's Aura of Savagery for the next 24 hours. can target one creature it can see within 5 feet of it
Consume Life. As a bonus action, the beastwraith can that has 0 hit points and is still alive. The target
target one creature it can see within 5 feet of it that has 0 hit must succeed on a DC 12 Constitution saving
points and is still alive. The target must succeed on a DC 12 throw against this magic or die. If the target dies,
Constitution saving throw against this magic or die. If the the beastwraith regains 10 (3d6) hit points. Any
target dies, the beastwraith regains 10 (3d6) hit points. Any beasts killed by this effect gain the beastwraith
beasts killed by this effect gain the beastwraith template and template and rise on initiative count 20 of the next
rise on initiative count 20 of the next round. round.
Incorporeal Movement. The beastwraith can move Incorporeal Movement. The beastwraith can move
through other creatures and objects as if they were difficult through other creatures and objects as if they were
terrain. It takes 5 (1d10) force damage if it ends its turn difficult terrain. It takes 5 (1d10) force damage if it
inside an object ends its turn inside an object
Damage Type. Any bludgeoning, piercing, or slashing
damage that the base creature deals becomes necrotic Actions
damage. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 2 (1d4) necrotic damage

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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

Armor Class. 12 (natural armor) Armor Class. 14 (natural armor)


Hit Points. 90 (12d12 + 12) Hit Points. 37 (5d10 + 10)
Speed. 0 ft., swim 60 ft. Speed. 50 ft.

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)

Skills. Perception +4 Skills. Perception +3, Stealth +4


Damage Immunities. bludgeoning, piercing, and Damage Immunities. necrotic, poison; bludgeoning,
slashing damage from non-magical weapons that piercing, and slashing damage from non-magical
aren't silvered weapons that aren't silvered
Condition Immunities. charmed, exhaustion, Condition Immunities. charmed, exhaustion,
frightened, grappled, paralyzed, petrified, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained poisoned, prone, restrained
Senses. darkvision 120 ft., passive Perception Senses. darkvision 120 ft., passive Perception 13
Languages. understands Sylvan but cannot speak Languages. understands Sylvan but cannot speak
Challenge. 7 (2,900 XP) Challenge. 2 (450 XP)

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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Bloodlance Demon Fever


Few things are more wretched and horrifying than a Demon fever is a disease which a creature struck
bloodlance: a unicorn left to die after its horn was brutally by the bloodlance's horn may contract. It has an
sawed off. So named by the terrible horn of blood and incubation period of 1 day. Once the disease has
cartilage that grows in place of their stolen horn, these manifested, the infected creature must make a DC
miserable wretches continually weep blood and scream 14 Wisdom saving throw each hour. On a failure,
the target is affected as if with the confusion spell
horribly, their tortured voices summoning fiends and their for the next hour. Additionally, each day that the
terrible horns inflicting disease and madness. target is infected, it must make a DC 14
Demonic Strength. A bloodlance's muscles are swollen Constitution saving throw or have its maximum hit
with profane vigor, and its spirit is constantly tormented by points reduced by 1d4. A creature reduced to 0 hit
unseen demonic spirits which drive them to mindless acts of points by this effect dies and their soul goes to the
destruction and violence. A bloodlance attacks Abyss.
indiscriminately, being far too mad with agony to rationalize.
However, should it be sheltered within an area protected from
fiendish influences, the bloodlance loses its madness,
becoming calmed for as long as it remains sheltered.
However, the ritual to restore a bloodlance's horn is far less
simple to achieve.

Bloodlance Shriek (Recharge 5-6). If available, at the beginning of its


turn the bloodlance must utter a soul splitting shriek.
Large monstrosity, chaotic neutral
Each non-fiend or undead that is within 120 feet of the
Armor Class. 12 bloodlance and can hear it it must succeed on a DC 14
Hit Points. 67 (9d10 + 18) Wisdom saving throw or become frightened for 1
Speed. 50 ft. 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
STR DEX CON INT WIS CHA ends for it, the creature is immune to the bloodlance's
Shriek for the next 24 hours.
22 (+6) 14 (+2) 12 (+1) 11 (+0) 9 (-1) 16 (+3)
Additionally, there is a 50% chance that the Shriek
Damage Resistances. bludgeoning, piercing, and summons one demon with a CR of 2 or less, which
slashing damage from non-magical weapons appears in an unoccupied space within 10 feet of the
Damage Immunities. poison bloodlance. The demon is not loyal to the bloodlance
Condition Immunities. charmed, paralyzed, poisoned but it will not do anything to outright harm the
Senses. darkvision 60 ft, passive Perception 9 bloodlance. The demon disappears within 1 hour, if the
Languages. understands Celestial, Elvish and Sylvan but bloodlance dies , or if the demon moves more than 30
it cannot speak feet away from the bloodlance.
Challenge. 5 (2,300 XP)
Actions
Charge. If the bloodlance moves at least 20 ft. straight Multiattack. The bloodlance makes two attacks: one
toward a target and then hits it with a horn attack on with its hooves and one with its horn
the same turn, the target takes an extra 9 (2d8)
piercing damage. If the target is a creature, it must Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft.,
succeed on a DC 15 Strength saving throw or be one creature. Hit: 13 (2d6 + 6) bludgeoning damage
knocked prone Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 10 (1d8 + 6) piercing damage and the
Fiendish Torment. The bloodlance is plagued at all times target must succeed on a DC 14 Constitution saving
by disembodied demonic spirits, compelling it to make throw or contract demon fever.
as many attacks per round as possible. Detect evil and
good, commune with nature, and other similar spells
and effects identify the bloodlance as a fiend. If the
Legendary Actions
bloodlance enters an area protected against fiends, The bloodlance can take 3 legendary actions, choosing
such as with magic circle or hallow, the fiendish spirits from the options below. Only one legendary action
plaguing it are prevented from tormenting it and it option can be used at a time and only at the end of
becomes non-hostile, able to speak, and unable to use another creature's turn. The bloodlance regains spent
Shriek for as long as it remains in the area. legendary actions at the start of its turn.
Magic Resistance. The bloodlance has advantage on Hooves. The bloodlance makes one attack with its
saving throws against spells and other magical effects. hooves.
Magic Weapons. The bloodlance's weapon attacks are Rampage (Costs 2 Actions). The bloodlance moves up
magical to 25 feet and makes a horn attack.

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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)

Aura of Health. The camelopardel and all creatures


within 15 feet of it have advantage on saving
throws to resist the effects of extreme heat,
dehydration, and necrotic damage.
Haboob. As a bonus action, the camelopardel
magically kicks up a small dust storm around itself.
The dust storm extends for 60 feet around the
camelopardel and the area within it is heavily
obscured.
Trampling Charge. If the camelopardel moves at
least 20 feet straight toward a creature and then
hits it with a hooves attack on the same turn, the
target must succeed on a DC 13 Strength saving
throw or be knocked prone. If the target is prone,
the camelopardel can make another attack with its
hooves against it as a bonus action.

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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Charybdid and Scyllan


Charybdis and Scylla were once nereids who served Charybdid
Umberlee as envoys. However, they became enamored with Gargantuan aberration, unaligned
the pleasures of the mortal world and became decadent, Armor Class. 10 (natural armor)
abusing their influence to feed their craving for food, drink, Hit Points. 296 (16d20 + 128)
and pleasurable company. Eventually, their boundless Speed. 0 ft., swim 5 ft.
hedonism angered Umberlee, who laid a terrible curse upon
the sisters, transforming them into hideous monsters with
bottomless cravings. While Charybdis was cursed with STR DEX CON INT WIS CHA
ceaseless thirst, Scylla was cursed with endless hunger. Now 22 (+6) 6 (-2) 26 (+8) 4 (-3) 7 (-2) 2 (-4)
the sisters and their wretched offspring try endlessly to
satisfy their unnatural appetites. Condition Immunities. blinded, charmed, frightened
Living Maelstrom. A charybdid is cursed with an endless Senses. blindsight 60 ft. (blind beyond this radius),
thirst and just enough intelligence to understand how passive Perception 8
wretched it is. Its body is a swollen, hideously distended Languages. --
bladder filled with throats and gullets and covered in mouths Challenge. 13 (10,000 XP)
and cloacas which continually gulp and excrete water, its
jaws gnashing senselessly at whatever creature is Whirlpool. The charybdid begins to swallow water
unfortunate enough to get caught in the whirlpool its guzzling as a bonus action, provided it is in a body of water
creates. It barely possesses enough strength to slowly propel at least 50 feet square and 25 feet deep, creating a
itself through the water, and those that get caught in ocean vortex of water that extends 40 feet out from it.
currents are carried hundreds of miles before being Any creature or object within the vortex is pulled
deposited somewhere and anchoring themselves to the ocean 10 feet toward the charybdid. When a creature
floor. enters the vortex for the first time on a turn or
Monstrous Serpent. A scyllan is just as horrific as a starts its turn there, it must make a DC 21 Strength
charybdid. Its bloated, fish like body is dragged along the saving throw. On a failed save, the creature takes
ocean floor and hoisted up rocky outcroppings by 2d8 bludgeoning damage and is caught in the
innumerable lobster-like appendages that wriggle beneath its vortex. On a successful save, the creature takes half
damage, and isn't caught in the vortex. A creature
bulk. Rising above its body are six serpentine necks, each caught in the vortex can use its action to try to
terminating in a slavering wolf-like head. At the center of this swim away from the charybdid with a successful
body is the most horrific feature of all: a monstrous Strength (Athletics) check. The first time each turn
humanoid face above two vesitigial humanoid arms barely that an object enters the vortex, the object takes
long enough to reach its drooling maw. This head is aware of 2d8 bludgeoning damage, this damage occurs each
how monstrous it is, but its unnatural hunger prevents it from round it remains in the vortex
being able to rationalize.
Sisterly Bonds. Both the charybdids and the scyllans Water Breathing. The charybdid can breathe only
reproduce asexually, releasing innumerable plankton sized underwater.
larvae which are carried away on ocean current. Most are Actions
consumed harmlessly. Only a few every achieve maturity. For
unknown reasons, a scyllan and a charybdid cannot achieve Multiattack. The charybdid makes one bite attack
adulthood without being within close proximity to one against each creature within reach. If a creature has
another. Once they mature, they may go their separate ways, been grappled by the charybdid's bite for three
but most of these horrifying monstrosities form something of consecutive turns, the charybdid can use swallow
a symbiotic relationship with their cursed siblings. A on it instead.
charybdid's unquenchable thirst causes it to swallow Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
countless sea creatures, which are battered to death in its one creature. Hit: 24 (4d8 + 6) piercing damage
wretched gullet before being released. The scyllan eagerly and the target is grappled by the charybdid (escape
feeds on these tattered corpses, desperately trying to satisfy DC 19).
its endless hunger. Swallow. The charybdid makes one bite attack
A scyllan possesses just enough intelligence to understand against a large or smaller creature it is grappling. If
the wretchedness of both itself and its sibling charybdid, and the attack hits, the target takes the bite's damage,
as a result the possess a perverse love for their horrific sister. the target is swallowed for 1d4 turns, and the
Those that remain with their vile siblings after they mature grapple ends. While swallowed, the creature is
become the stewards of their all but mindless sisters, blinded and restrained, it has total cover against
ensuring that they are always within the most advantageous attacks and other effects outside the charybdid, and
location to satisfy their thirst. Many will set their sisters up at it takes 13 (3d8) bludgeoning damage at the start
the mouth of rivers, knowing how they favor fresh water over of each of the charybdid's turns. Once the target
salt water, securing them in place so that they are not washed passes through the charybdid, it is excreted
away by the current. beneath it and is not subject to the charybdid's
Whirlpool feature until it ascends 10 feet.

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Scyllan Multiple Heads. The scyllan has six serpentine heads


and one humanoid head. While it has more than one
Huge fiend, chaotic evil
head, the hydra has advantage on saving throws against
Armor Class. 16 being blinded, charmed, deafened, frightened, stunned,
Hit Points. 162 (13d12 + 78) and knocked unconscious.
Speed. 20 ft., swim 30 ft. Whenever the scyllan takes 25 or more damage in a
single turn, one of its serpentine heads dies. The
scyllan regrows dead heads after a long rest.
STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 8 (-1) 20 (+5) 12 (+1) Actions
Multiattack. The scyllan makes as many bite attacks as it
Saving Throws: Str +12 has heads. It can forgo one bite attack to make one
Skills. Perception +10 swallow attack if it is grappling at least one target.
Senses. darkvision 60 ft., passive Perception 20
Languages. Abyssal, Aquan, Sylvan Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Challenge. 13 (10,000 XP) one creature. Hit: 14 (2d6 + 7) damage and the target
is grappled (escape DC 20) and that head cannot bite
Amphibious. The scyllan can breathe both air and water. another target.
Swallow. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Frightful Noise. The scyllan can begin or end producing one creature it is grappling. Hit: the scyllan grabs the
this howling as a bonus action. Each humanoid that is target from the mouth currently grappling it and
within 120 feet of the scyllan and can hear it must shoves it into its central, humanoid mouth, swallowing
succeed on a DC 14 Wisdom saving throw or become the target and ending the grapple. The swallowed
frightened for 1 minute. While frightened in this way, a target is blinded and restrained, it has total cover
creature must succeed on a DC 14 Charisma saving against attacks and other effects outside the scyllan,
throw at the beginning of each turn or be stunned until and it takes 22 (5d8) acid damage at the start of each
the beginning of its next turn. A creature can repeat the of the scyllan's turns.
saving throw at the end of each of its turns, ending the
effect on a success. If a creature's saving throw is If the scyllan takes 30 damage or more on a single turn
successful or the effect ends for it, the creature is from a creature inside it, the scyllan must succeed on a
immune to the scyllan's Frightful Noise for the next 24 DC 20 Constitution saving throw at the end of that
hours. turn or regurgitate all swallowed creatures, which fall
prone in a space within 10 feet of the scyllan. If the
Legendary Resistance (1/Day). If the scyllan fails a saving scyllan dies, a swallowed creature is no longer
throw, it can choose to succeed instead restrained by it and can escape from the corpse using
Reactive Heads. For each serpentine head the scyllan 15 feet of movement, exiting prone.
has beyond one, it gets an extra reaction that can be
used only for opportunity attacks.

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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)

Saving Throws: Str +10, Con +12, Wis +7


Skills. Nature +7, Perception +7
Damage Resistances. bludgeoning, piercing, and
slashing damage from non-magical weapons
Damage Immunities. cold
Senses. blindsight 120., passive Perception 17
Languages. Aquan, Darfellan, Sylvan
Challenge. 18 (20,000 XP)

Amphibious. The strider can breathe air and water.


Control Water. The ocean strider can cast control
water at will (DC 17), requiring no components. Its
spellcasting ability is Charisma
Charge. If the ocean strider moves at least 30 feet
straight toward a target and then hits it with an
attack on the same turn, the target takes an extra 7
(2d6) damage.
Echolocation. The ocean strider cannot use its
blindsight when deafened.
Water Walk. The strider can choose to walk on the
surface of any body of water as if it were solid.

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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Otsheentou The thrall is connected to the otsheentou by an


invisible, incorporeal vine which stretches between the
Huge fiend (demon), chaotic evil
two creatures. This vine can be severed by a successful
Armor Class. 13 melee attack made against the vine with a magic
Hit Points. 85 (10d12 + 20) weapon or by a creature currently under the effects of
Speed. 30 ft. bless (AC 10). The thrall is released from its
ensnarement if the vine is severed, the target is moved
more than 1 mile away from the otsheentou, the
STR DEX CON INT WIS CHA otsheentou travels to a different plane of existence, or
the thrall is subjected to a dispel evil and good spell or
6 (-2) 16 (+3) 15 (+2) 18 (+4) 17 (+3) 19 (+4) similar effect.
Damage Resistances. cold, fire, lightning The thrall must make a DC 16 Constitution saving
Damage Immunities. poison; bludgeoning, piercing, and throw at midnight each night. On a failue, the target's
slashing damage from non-magical weapons maximum hit points are reduced by 1d10. A creature
Condition Immunities. blinded, exhaustion, frightened, reduced to 0 hit points by this effect dies.
grappled, incapacitated, paralyzed, petrified, Possess Tree (1/Day). The otsheentou disappears into
poisoned, prone, restrained, stunned, unconscious an intact tree that it can see within 5 feet of it. The tree
Senses. darkvision 120 ft., passive Perception 13 must be Huge. The otsheentou is now effectively the
Languages. Abyssal, Druidic, Sylvan, telepathy 120 ft. possessed tree, which it animates and controls. Its type
Challenge. 12 (8,400 XP) becomes plant, though it retains the demon tag, and it
gains 138 temporary hit points. The otsheentou can
Innate Spellcasting. The otsheentou's innate spellcasting possess a tree in this way for up to 1 hour.
ability is Charisma (spell save DC 16, +8 to hit with While possessing the tree, the otsheentou retains its
spell attacks). The otsheentou cannot cast spells while hit points, alignment, Intelligence, Wisdom, Charisma,
it is not inhabiting a plant or in possession of at least telepathy, immunity to being charmed and frightened,
one thrall. It can innately cast the following spells, and Innate Spellcasting features, as well as its Ensnare
requiring no material components: Thrall and Rend actions. It otherwise uses the statistics
At will: entangle, giant insect, silent image, thorn whip of a treant, except without a treant's Animate Trees
(5th level), witch bolt action.
1/day each: blight, fear, hallucinatory terrain, seeming The possession lasts until the temporary hit points are
lost or the otsheentou ends the possession using a
Invisibility. The otsheentou is invisible. bonus action. When the possession ends, the tree
Magic Resistance. The otsheentou has advantage on reverts to an inanimate tree and otsheentou appears in
saving throws against spells and other magical effects. an unoccupied space within 5 feet of the tree.
Incorporeal Movement. The otsheentou can move If the otsheentou is unable to possess a tree, it has a
through other creatures and objects as if they were challenge rating of 9 (5,000 XP).
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object. Legendary Actions
The otsheentou can take 3 legendary actions, choosing
Actions from the options below. Only one legendary action
Rend. Melee Spell Attack: +8 to hit, reach 10 ft. one option can be used at a time and only at the end of
creature. Hit: 8 (1d8 + 4) slashing damage. another creature's turn. The otsheentou regains spent
legendary actions at the start of its turn.
Ensnare Thrall. The othsheentou targets one beast, fey,
or plant within 15 feet of it. The target must succeed Attack. The otsheentou makes one Rend attack
on a DC 16 Charisma saving throw or become Command Thrall. The otsheentou commands one
ensnared by the otsheentou. While ensnared, the creature charmed by it to use its reaction to move up
creature is charmed by the otsheentou and cannout to its speed in a direction of the otsheentou's choice.
directly disobey an order given by it or voluntarily move
more than 1 mile away from it. If the otsheentou can Mirage (Costs 2 Actions). The otsheentou casts silent
see the thrall, it can make Rend attacks and cast spells image or seeming.
as if it occupied the thrall's space.

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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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Eladrin Shiere Knight


The eladrin are the strange elves of the Feywild. Prone to odd Medium humanoid (elf), any alignment
flights of fancy and possessed of the same secretive nature as
all fey, the eladrin are removed from their cousins in the Armor Class. 18 (breastplate, shield)
mortal world. They have few dealings with those who live in Hit Points. 71 (11d8 + 22)
the dull realms beyond the Feywild, preferring to remain in Speed. 30 ft
their spectacular cities of crystal and living trees, though they
may snatch up particularly beautiful men and women and
spirit them away. STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 15 (+2) 16 (+3) 12 (+1)
Shiere Knight
The shiere knights are the stealthy warriors who serve the Saving Throws: Str +6, Dex +7
tulani lords. Eladrin who have dedicated themselves to the Skills. Perception +6, Stealth +6, Survival +6
Feywild itself, they form into loose, informal bands, ranging Senses. darkvision 60 ft., passive Perception 16
Languages. Common, Elvish, Sylvan
across broad territories to ensure that the delicate balance of Challenge. 3 (700 XP)
nature is preserved, swiftly eliminating any threats to the
natural world. In their heart burns the passion of devotion, Fey Ancestry. The eladrin has advantage on saving
both to their lords and to their lands. throws against being charmed, and magic can’t put
the eladrin to sleep.
Eladrin Arquen
Fey Step (Recharges After a Short or Long Rest). As a
The arquen are the representatives of the archfey among the bonus action, the eladrin teleports to an
high society of the eladrin. Powerful and inscrutable, they unoccupied space that it can see within 30 feet of
tread the line between mortal and fey. No fey would dare it. Immediately after it uses Fey Step, each creature
attack the arquen that summoned it, and they willingly serve of the eladrin's choice that it can see within 5 feet
them both in and out of battle. of it takes 2 (1d4) fire damage
Spellcasting. The shiere is an 11th level spellcaster.
Eladrin Traits Its spellcasting ability is Wisdom (spell save DC 15,
+7 to hit with spell attacks). The shiere has the
All eladrin possess the following racial traits: following ranger spells prepared:
Darkvision. The eladrin possesses darkvision out
to 60 feet. 1st level (4 slots): fog cloud, goodberry, hunter's
Fey Ancestry. The eladrin has advantage on saving mark
throws against being charmed, and magic can’t put 2nd level (3 slots): animal messenger, spike growth
the eladrin to sleep.
Fey Step (Recharges After a Short or Long Rest). As 3rd level (3 slots): nondetection, wind wall
a bonus action, the eladrin teleports to an
unoccupied space that it can see within 30 feet of Actions
it. Additionally, depending on the eladrin's currently Multiattack. The shiere makes two melee attacks.
aligned season, this possesses an additional effect
(the DC equals 8 + its proficiency bonus + its Shortsword. Melee Weapon Attack: +7 to hit, reach
Charisma modifier): 5 ft., one creature. Hit: 6 (1d6 + 3) piercing
damage
Spring: Instead of teleporting itself, the eladrin
can touch one willing creature within 5 feet of Shield Bash. Melee Weapon Attack: +7 to hit, reach
it, causing the target to teleport instead of the 5 ft., one creature. Hit: 6 (1d4 + 3) bludgeoning
eladrin. damage. If the target is a Medium or smaller
Summer: Immediately after it uses Fey Step, creature, it must succeed on a DC 15 Strength
each creature of the eladrin's choice that it can saving throw or be knocked prone.
see within 5 feet of it takes fire damage equal
to its Charisma modifier (minimum of 1
damage).
Autumn: Immediately after it uses Fey Step, up
to two creatures of its choice that it can see
within 10 feet of it must succeed on a Wisdom
saving throw or be charmed by it for 1 minute,
or until the target takes any damage.
Winter: When it uses Fey Step, one creature of
its choice that it can see within 5 feet of it
before it teleports must succeed on a Wisdom
saving throw or be frightened of it until the end
of its next turn.

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Eladrin Arquen Whenever the eladrin deals damage to the charmed


creature, it can repeat the saving throw at the end of
Medium fey (elf), any alignment
each of its turns, ending the effect on itself on a
Armor Class. 20 (natural armor) success.
Hit Points. 123 (19d8 + 38) Fey Step. As a bonus action, the eladrin teleports to an
Speed. 30 ft. unoccupied space that it can see within 30 feet.
Innate Spellcasting. The eladrin's innate spellcasting
STR DEX CON INT WIS CHA ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). It can innately cast the following spells,
13 (+1) 17 (+3) 14 (+2) 14 (+2) 13 (+1) 20 (+5) requiring no material components:

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.

Skills. Perception +4, Stealth +7


STR DEX CON INT WIS CHA
Damage Immunities fire
Senses. passive Perception 14 2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
Languages. Ignan, Sylvan
Challenge. ½ (50 XP) Skills. Perception +4, Stealth +7
Senses. passive Perception 14
Flame Flit (1/Round). As long as the spark is fully Languages. Auran, Sylvan
engulfed in flame, the spark can use a bonus action Challenge. 1/4 (50 XP)
or a reaction to teleport to any flame in which it can
fit within 60 feet. It does not need to be able to see Cloudwalker. A sylph can treat any visible vapor as if
the fire. it is solid, allowing it to walk on clouds and smoke.
Illumination. The spark sheds bright light in a 30- This requires no concentration and can be done
foot radius and dim light in an additional 30 ft. while the sylph sleeps.
while not invisible. Innate Spellcasting. The sylph's innate spellcasting
Innate Spellcasting. The spark's innate spellcasting ability is Charisma (spell save DC 12 +4 to hit with
ability is Charisma (spell save DC 12 +4 to hit with spell attacks). It can innately cast the following
spell attacks). It can innately cast the following spells, requiring no material components:
spells, requiring no material components: At will: gust
At will: produce flame 1/day each: calm emotions, comprehend
1/day each: confusion, dancing lights, detect evil languages, detect evil and good, dispel magic, fly,
and good, detect thoughts, dispel magic, warding winds
phantasmal force, polymorph, pyrotechnics, sleep Magic Resistance. The sylph has advantage on
Magic Resistance. The spark has advantage on saving throws against spells and other magical
saving throws against spells and other magical effects.
effects.
Water Susceptibility. For every 5 ft. the spark moves
Actions
in water, or for every gallon of water splashed on it, Superior Invisibility. The sylph magically turns
it takes 1 cold damage. invisible until its concentration ends (as if
concentrating on a spell). Any equipment the sylph
Actions wears or carries is invisible with it.
Superior Invisibility. The spark magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the spark
wears or carries is invisible with it.

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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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Feytouched Mortals Bard of Glamour


Many mortals have found ways to touch the realm of the fey. These bards were tutored by satyrs, eladrin, and even
Others have been touched by the fey, will they or won't they. A banshrae or firre, learning the spectacular magic of fey
mortal is never the same once touched by the influence of the glamour. Able to inspire emotions through their music and to
Feywild, create cunning illusions and wild fancies, these bards are
loved and feared in equal measure.
Dream Druid
Bard of Glamour Druids of the circle of dreams hail from lands touched by the
Medium humanoid (any race), any alignment Feywild. They have learned to channel the strange, dreamlike
Armor Class. 15 (mythril chain shirt)
magic of the Feywild that can be found all throughout nature,
Hit Points. 44 (8d8 + 8) striving to fill the world with the surreal wonder and peace of
Speed. 30 ft. the Feywild.

STR DEX CON INT WIS


11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+0) 16 (+0)
CHA
Dream Druid
Medium humanoid (any race), any alignment

Saving Throws: Dex +4, Wis +3 Armor Class. 13 (hide)


Skills. Acrobatics +4, Perception +3, Performance Hit Points. 91 (14d8 + 28)
+7, Persuasion +5 Speed. 30 ft.
Senses. passive Perception 13
Languages. Sylvan and any other language
Challenge. 3 (1,100 XP) STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 14 (+2) 17 (+3) 12 (+1)
Mantle of Inspiration (2/Day). As a bonus action, the
bard takes on a magnificent appearance. Up to
Saving Throws: Int +4, Wis +5
three creatures within 60 feet of the bard that it
Skills. Medicine +5, Nature +4, Perception +5,
can see gain 8 temporary hit points and can use
Stealth +3
their reaction to move up to their speed without
Senses. passive Perception 15
provoking an opportunity attack.
Languages. Sylvan and any other language
Spellcasting. The bard is a 10th level spellcaster. Its Challenge. 4 (1,100 XP)
spellcasting ability is Charisma (spell save DC 13,
+5 to hit with spell attacks). It has the following Hidden Paths (3/Day). As a bonus action, the druid
bard spells prepared: can teleport itself up to 60 feet or a willing creature
it can touch up to 30 feet into an unoccupied
cantrips: dancing lights, friends, minor illusion space it can see.
vicious mockery
1st level (4 slots): charm person, dissonant Spellcasting. The druid is a 9th level spellcaster. Its
whispers, faerie fire, tasha's hideous laughter spellcasting ability is Wisdom (spell save DC 13, +5
to hit with spell attacks). The druid has the
2nd level (3 slots): calm emotions, detect following druid spells prepared:
thoughts, enthrall
cantrips: druidcraft, mending, produce flame, thorn
3rd level (3 slots): bestow curse, fear, hypnotic whip
pattern
1st level (4 slots): charm person, cure wounds,
4th level (3 slots): compulsion, confusion, greater faerie fire, jump
invisibility
2nd level (3 slots): lesser restoration, moonbeam,
5th level (2 slots): geas, seeming pass without trace
Actions 3rd level (3 slots): dispel magic, plant growth,
speak with plants
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 5 (1d6 + 2) piercing 4th level (3 slots): confusion, freedom of
damage movement, hallucinatory terrain
5th level (1 slots): greater restoration
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one creature. Hit: 5 (1d6 + 2) piercing Actions
damage
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 2 (1d4) bludgeoning damage

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Feywild Archer Green Knight


The elves of the Feywild have learned to imbue their arrows Green knights are paladins who took the oath of the ancients,
with arcane energy, and the secrets of arcane archery have devoting their lives to ensuring that light and joy always
since expanded beyond the Feywild. remain in the world. They spend their time spreading
merriment by easing the burdens of the suffering, working
hard to ensure that hope lives on even in the most dark of
times. These paladins frequently worship gods of peaceful
Feywild Archer nature such as Chauntea, Mielikki, and Eldath, and will
Medium humanoid (any race), any alignment sometimes even swear oaths of fealty to powerful archfey
such as Titania, Morwel, and Hyrsam, swearing to serve their
Armor Class. 16 (studded leather) interests by spreading light and good cheer through the
Hit Points. 90 (12d8 + 36)
Speed. 30 ft.
mortal realm.

STR DEX CON INT WIS CHA Green Knight


11 (+0) 19 (+4) 16 (+3) 15 (+2) 15 (+2) 13 (+1) Medium humanoid (any race), any non-evil
alignmnent
Skills. Acrobatics +6, Perception +4
Senses. passive Perception 14 Armor Class. 18 (plate)
Languages. Common, Elvish, Sylvan Hit Points. 153 (18d8 + 72)
Challenge. 3 (700 XP) Speed. 30 ft.

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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Merfolk Siren Selkie


Merfolk sirens are the cause of tales of ships run aground on Selkies are the elusive folk, those with beautiful voices and
jagged rocks and sailors flinging themselves from ships into fair faces who disguise themselves as seals to escape
the briny deep. Well versed in the strange magic of songs, detection. The selkies know the ocean's secret songs, and
merfolk sirens are closer to the creatures of the Feywild, and they sing them from quiet beaches and atop lonely reefs.
their motivations are often strange and hard to understand. Bound by Matrimony. The selkies appear as beautiful men
These merfolk become leaders of cultish followings of other and women, and those who see them cannot help but fall in
merfolk, befriending like minded nereids. Some even wind up love with the deep depths they see in their eyes. This is where
becoming lovers or servants of huriat and other powerful the cruelest fate can befall the elusive folk, for if their pelt is
ocean fey. taken from them, they are bound to the will of whosoever
holds it. These unfortunate folk are often forced into
marriage with their captors, their hearts silently yearning for
Merfolk Siren the ocean that is denied to them. If the selkie ever recovers
its pelt, it will abandon everything, even its own children, to
Medium humanoid (merfolk), any chaotic
alignment
return to its true home.
Armor Class. 16
Hit Points. 90 (12d8 + 36)
Speed. 10 ft., swim 40 ft.
Selkie
Medium humanoid (selkie), neutral

Armor Class. 14 (natural armor)


STR DEX CON INT WIS CHA
Hit Points. 37 (5d8 + 15)
10 (+0) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 19 (+4) Speed. 30 ft., swim 30 ft. (5 ft., swim 60 ft. in seal
form)
Saving Throws: Dex +5, Wis +5, Cha +7
Skills. Deception +7, Perception +5, Performance
+10, Persuasion +7 STR DEX CON INT WIS CHA
Senses. passive Perception 15 15 (+2) 12 (+1) 17 (+3) 12 (+1) 13 (+1) 14 (+2)
Languages. Aquan, Common, Sylvan
Challenge. 5 (1,800 XP) Skills. Performance + 4
Damage Resistances. cold, fire
Amphibious. The merfolk can breathe both air and Damage Immunities. lightning
water. Senses. passive Perception 11
Languages. Aquan, Sylvan
Spellcasting. The merfolk is an 11th level Challenge. 1 (200 XP)
spellcaster. Its spellcasting ability is Charisma (spell
save DC 15, +7 to hit with spell attacks) and can
use its own voice as a spellcasting focus. The Selkie Pelt. The selkie is born with a magic pelt. So
merfolk has the following bard spells prepared: long as it has the pelt on its person, it possesses
the shapechanger tag and can use a bonus action to
cantrips: dancing lights, friends, minor illusion, transform into a seal or into its human form. When
vicious mockery in seal form its statistics are the same except its
1st level (4 slots): charm person, disguise self, movement changes as noted above.
dissonant whispers, sleep If its pelt is taken from it, the selkie automatically
2nd level (3 slots): calm emotions, phantasmal gains the statistics of a Commoner but retains its
force, suggestion Charisma, hit points. and languages, though it
cannot speak. A selkie cannot outright disobey an
3rd level (3 slots): hypnotic pattern, major image, order given to it by whoever holds its pelt, but it
nondetection can choose to be creative about how they interpret
4th level (3 slots): compulsion, greater invisibility, the orders. If the pelt is destroyed, the selkie
hallucinatory terrain sickens and dies within an hour.
5th level (2 slots): dominate person, seeming Speak with Aquatic Beasts. The selkie can
communicate with beasts that possess an innate
6th level (1 slot): mass suggestion
swimming speed as if they shared a language
Unarmored Defense. The merfolk's AC includes its
Charisma modifier. Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Actions one creature. Hit: 5 (1d6 + 2) bludgeoning damage
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage

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Shepherd Druid Forlarren


Druids of the circle of shepherds are inherently kind people. A forlarren is the result of a demon, devil, or other fiend
They feel responsibility for all living things, especially those impregnating a nymph. The resulting child is torn between
which cannot defend themselves. They shoulder the burden the innate goodness of gentle nature and the cruelty and
of defending the natural world, stopping over-hunting and the wickedness of the Lower Planes. Their souls are wildly
destruction of the land unstable and fluctuate between good and evil at random. As
Fey Speakers. The shepherds are defenders of the fey, and such, they find little welcome in the fey society of their
by extension they are intermediaries between the fey and mothers, while they cannot stomach the wanton evil of their
mortals. They have little interest in the petty politics of the fey father's realm.
courts, however, preferring to commune with treants and
spirits of the land.
Forlarren
Medium fiend, neutral evil or neutral good (see
Shepherd Druid Moral Ambivalence below)
Medium humanoid (any race), any alignment
Armor Class. 12
Armor Class. 16 (hide, shield) Hit Points. 27 (5d8 + 5)
Hit Points. 104 (16d8 + 32) Speed. 30 ft.
Speed. 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 13 (+1) 12 (+1) 15 (+2) 16 (+3)
12 (+1) 14 (+2) 14 (+2) 15 (+2) 18 (+4) 10 (+0)
Skills. Perception +4
Saving Throws: Int +4, Wis +6 Senses. passive Perception 14
Skills. Animal Handling +6, Medicine +6, Nature +4, Languages. Sylvan and either Abyssal or Infernal
Perception +6 Challenge. 1 (200 XP)
Senses. passive Perception 16
Languages. Common, Druidic, Sylvan Moral Ambivalence. On dawn of each day, roll 1d4.
Challenge. 4 (1,100 XP) On an even roll, the forlarren is neutral good. On an
odd roll, the forlarren is neutral evil.
Powerful Summons. When the druid summons a fey
creature with a spell slot, the fey is summoned with Innate Spellcasting. The forlarren's innate
maximum hit points. spellcasting ability is Charisma (spell save DC , + to
hit with spell attacks). It can innately cast the
Speak with Beasts. The druid can communicate with following spells, requiring no material components:
beasts as if they shared a language.
1/day each: charm person
Spellcasting. The druid is a 12th level spellcaster. Its
1/day if good aligned: cure wounds
spellcasting ability is Wisdom (spell save DC , + to
hit with spell attacks). The druid has the following 1/day if evil aligned: heat metal
druid spells prepared: Magic Resistance. The forlarren has advantage on
cantrips: guidance, mending, resistance, shillelagh saving throws against spells and other magical
effects.
1st level (4 slots): animal friendship, detect poison
and disease, healing word, longstrider
Actions
2nd level (3 slots): animal messenger, beast sense,
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
locate animals and plants
one creature. Hit: 3 (1d4 + 1) piercing damage
3rd level (3 slots): conjure animals, protection from
energy, wind wall
4th level (3 slots): conjure woodland beings, giant
insect, locate creature
5th level (1 slots): insect plague
6th level (1 slots): conjure fey

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.

Fossergrim Turbulent Stride. A fossergrim ignores difficult terrain


created by fast moving waters, such as rapids or
Medium fey (animus), neutral
waterfalls. It automatically succeeds on Strength and
Armor Class. 16 (chain mail) Dexterity saving throws to avoid being pushed, pulled,
Hit Points. 97 (13d8 + 39) or knocked prone by water.
Speed. 30 ft., swim 50 ft.
Actions
Multiattack. The fossergrim makes two attacks with one
STR DEX CON INT WIS CHA of its weapons
17 (+3) 15 (+2) 16 (+3) 12 (+1) 15 (+2) 18 (+4)
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) slashing damage, or 8
Skills.
Skills.Athletics +6, Perception +5, Performance +7 (1d10 + 3) slashing damage if used with two hands
Condition Immunities. exhausted (while within its native
waters only) Fiddle. The fossergrim begins to play a compelling tune
Senses. passive Perception 15 on its fiddle. All creatures within 60 of it that can hear
Languages. Aquan, Common, Sylvan the song must succeed on a DC 15 Wisdom saving
Challenge. 5 (1,800 XP) throw or become charmed by the fossergrim. While
charmed, the target is incapacitated and attempts to
Amphibious. The fossergrim can breathe both air and follow the fossergrim. The creature can repeat its
water. saving throw at the end of each of its turns and
whenever its compelled path would lead it into an
Magic Resistance. The fossergrim has advantage on obvious hazard, ending the effect on a success. The
saving throws against spells and other magical effects. effect ends automatically if the fossergrim stops
playing or the creature takes damage. Otherwise, the
Regeneration. As long as it remains within an area of effect persists for as long as the fossergrim continues
clean water, the fossergrim regains 5 hit points at the playing the fiddle, which it can continue doing on
start of its turn. The fossergrim dies only if it starts its subsequent turns as if concentrating on a spell, though
turn with 0 hit points and doesn't regenerate. it can take no other actions or reactions while
True Strike. The fossergrim has advantage on all attack concentrating. If a creature's saving throw is successful
rolls against targets in its native waters. or the effect ends for it, the creature is immune to the
fossergrim's Fiddle for the next 24 hours.

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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.

Kumiho Yeowu Guseul. The kumiho carries a small, silvery pearl-


like stone inside its mouth. While it carries this stone
Large fey (shapechanger), chaotic evil
in its mouth, it can cast additional spells with its Innate
Armor Class. 16 (natural armor) Spellcasting trait (these spells are marked with a tilde
Hit Points. 161 (19d10 + 57) [~]) and has advantage on the saving throw to cast
Speed. 60 ft. contact other plane. Additionally, so long as the
kumiho holds this stone in its mouth, it has access to
the Draining Kiss action.
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 23 (+6) 17 (+3) 21 (+5)
Actions
Multiattack. The kumiho makes three attacks: two with
Saving Throws: Dex +10, Int +11, Wis +8 either its claws or its fox fire and one with its bite
Skills. Arcana +11, Deception +10, Perception +8, Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Persuasion +10 creature. Hit: 6 (2d4 + 4) slashing damage plus 13
Damage Resistances. bludgeoning, piercing, and (3d8) fire damage, or 22 (5d8) fire damage if vulpine
slashing damage from non-magical weapons cunning applies
Condition Immunities. frightened
Senses. darkvision 120 ft., passive Perception 18 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Languages. Common, Elvish, Sylvan creature. Hit: 7 (2d6 + 4) piercing damage plus 14
Challenge. 14 (11,500 XP) (4d6) lightning damage, or 21 (6d6) lightning damage
if vulpine cunning applies
Innate Spellcasting. The kumiho's innate spellcasting Fox Fire. Ranged Spell Attack: +11 to hit, reach 5 ft.,
ability is Intelligence (spell save DC 19 to hit with spell one creature. Hit: 19 (3d8 + 6) fire damage, or 28
attacks). It can innately cast the following spells, (5d8 + 6) fire damage if vulpine cunning applies
requiring no material components:
Draining Kiss. The kumiho makes a grapple check
At will: augury,~ blur, charm person, dancing lights, against a target. Any creature currently charmed by the
major image, phantasmal force, true strike~ kumiho automatically fails this check. If the kumiho
succeeds on the grapple check, it kisses the target,
3/day each: comprehend languages,~ faerie fire, moving its yeowu guseul into the target's mouth with
fireball, locate creature~ its tongue for a moment before reclaiming it. The
1/day each: contact other plane,~ greater invisibility target must make a DC 19 Constitution saving throw
or take 35 (10d6) necrotic damage on a failure or half
Magic Resistance. The kumiho has advantage on saving as much on a success. The kumiho recovers hit points
throws against spells and other magical effects. equal to half the amount of necrotic damage dealt. A
Vulpine Cunning. The kumiho's weapon and spell target can use its reaction to make a DC 19 Dexterity
attacks deal an additional 2 damage dice of elemental (Sleight of Hand) check when the kumiho places the
damage when the attack has advantage, when the yeowu guseul in its mouth to swallow the bead instead.
target has yet to take its turn in the encounter, when If it succeeds, the target swallows the bead, taking no
the target is surprised, or when the target is charmed damage from the attack and gaining the Yeowu Guseul
by the kumiho (included in the attack). trait, though it cannot use the Draining Kiss feature.
Change Shape. The kumiho magically polymorphs into a
Small or Medium humanoid, or back into its true form.
Its statistics are the same in each form, though it
retains a distinctly vulpine trait. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its
true form if she dies.

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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)

Cyclops Saving Throws: Str +9, Con +8


The most miserable of the abandoned children of Annam All- Senses. passive Perception 8
Father are the cyclops. Unlovely, unwise, and unloved, the Languages. Giant
cyclopses are a race of barbarians barely more clever than Challenge. 7 (2,900 XP)
the hill giants. Though they typically eke out meager, solitary
existences in the wilds, some are enslaved by the brutal Poor Depth Perception. The cyclops has
fomorians, who most value cyclopses for their natural disadvantage on any attack roll against a target
strength and single-mindedness. Cyclopses for their part more than 30 feet away.
possess a vague racial memory of their service to to the Reckless. At the start of its turn, the cyclops can
fomorians, and usually accept their servitude willingly. gain advantage on all melee weapon attack rolls
Soldiers. The fomorians are not a unified nation. However, during that turn, but attack rolls against it have
some have managed to surround themselves with enough advantage until the start of its next turn.
stability to form rudimentary cities. These fomorians have
typically done this with the aid of cyclopses, who lack the Actions
natural cruelty and insanity of fomorians, enabling them to Multiattack. The cyclops makes two mace attacks
better cooperate. However, all fomorian kingdoms are
doomed to quickly collapse under the weight of their tyrant's Mace. Melee Weapon Attack: +9 to hit, reach 10 ft.,
madness, save for Mag Tureah, which has withstood the test one creature. Hit: 16 (3d6 + 6) bludgeoning
of time. damage
Rock. Ranged Weapon Attack: +9 to hit, range
Firbolg 30/120 ft., one creature. Hit: 28 (4d10 + 6)
bludgeoning damage
The firbolgs were once far greater in stature. However, when
the Alv Ordning was shattered, they rejected the values of
their brothers and retreated to the wilds of the world. They
lessened in height, becoming nearly as small as humans. The Fomorian
firbolg of today have no interest in the Ordning or the politics Fomorians were once the cruel masters of the Alv Ordning.
of giants, and many do not even realize that they are giantkin. They hold that place no longer, though, for in his shame at
The only remnant of their time in the Alv Ordning is their their defeat Annam All-Father revoked their title. They linger
dialect of Giant, which other giants refer to as Jotundru. in the world, wrapped in pain and hatred, yearning to inflict
their agony on others. They retain their dialect of Giant,
which they still call Jotunstjerne.
Citizens of Mag Tureah. The empire of Mag Tureah, if one
could be so generous as to call it that, breeds the strongest of
the fomorians. Though still wretched and half crippled by
their hideous deformities, the First Lord of Mag Tureah has
learned how to channel the resentment of his people into
productive avenues. His most loyal knights are cruel butchers
that wield savage glaives, eagerly hewing flesh from bone and
crushing the unfortunate beneath their feet. Those fomorians
who have been tasked with studying the portals of Mag
Tureah have found a new power in their expanded madness,
and can inflict horrible mental and physical transformations
on their victims with a single glare of their baleful eyes.

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Firbolg Firbolg Druid


Medium humanoid (firbolg), neutral good Medium humanoid (firbolg), neutral good

Armor Class. 11 (leather armor) Armor Class. 11 (16 with barkskin)


Hit Points. 22 (5d8) Hit Points. 32 (5d10 + 5)
Speed. 30 ft. Speed. 30 ft

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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Knight of Mag Tureah Eye of Agony


Huge giant, chaotic evil Huge giant, chaotic evil

Armor Class. 18 Armor Class. 18


Hit Points. 172 (15d12 + 75) Hit Points. 172 (15d12 + 75)
Speed. 30 ft. Speed. 30 ft.

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.

Verbeeg STR DEX CON INT WIS


16 (+3) 17 (+3) 16 (+3) 14 (+2) 20 (+5) 11 (+0)
CHA
Large giant, chaotic neutral

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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Hags Hag Items


Hags are hideous crones of magic and willful stubbornness. Hags are foul and cunning, and they know the secrets to
Though ugly without fail, they are intelligent, cunning, and crafting all manner of wretched items. What follows are just
knowledgeable, possessing incredibly long lives in which to a few.
gather knowledge and perfect their idiosyncratic magic. Crone's Cane
Hags by CR A crone's cane is a withered wooden cane that is as hard as
Monster CR Source iron. Only the hag that made the crone's cane can use it.
If a hag makes an attack with a crone's cane, it deals the
Sea Hag 2 Monster Manual same amount of damage as the hag's Claws attack. However,
Green Hag 3 Monster Manual the target must succeed on a Constititution saving throw
Dune Hag 4
equal to the hag's Innate Spellcasting save DC or be aged
2d6 years. The supernatural aging inflicted can be cured with
Hannya Hag 4 lesser restoration, remove curse, or similar magic.
Sea Hag (in Coven) 4 Monster Manual
Grafted Arm
Cura Hag 5 A grafted arm is a serious undertaking for a hag. It requires
Carey Hag 5 the hag to remove an arm from a humanoid or giant no larger
Green Hag (in Coven) 5 Monster Manual
or smaller than the hag by one size category, using a special
ritual that preserves the essence of the creature in the limb.
Night Hag 5 Monster Manual The hag then severs one of its own arms and attaches the
Annis Hag 6 Volo's Guide to Monsters new limb to it. In doing so, the hag gains any racial features
and innate powers possessed by the creature. The hag
Dune Hag (in Coven) 6 cannot make a claws attack with that limb unless the
Hannya Hag (in coven) 6 attached limb possesses claws, and it uses the original
Bheur Hag 7 Volo's Guide to Monsters
creature's Strength and Dexterity modifiers for attacks and
ability checks made with that limb.
Cura Hag (in Coven) 7 The limb still possesses a spark of the original creature's
Carey Hag (in Coven) 7 will and may occasionally act of its own accord. When this
happens, the hag must succeed on a Wisdom saving throw
Night Hag (in Coven) 7 Monster Manual with a DC equal to 10 + the creature's Charisma modifier or
Annis Hag (in Coven) 8 Volo's Guide to Monsters lose control of the limb for 1 hour. A limb can be triggered to
Silat Hag 8
act contrary to the hag's will by receiving a reminder of its
former life, such as a familiar song or smell.
Bheur Hag (in Coven) 9 Volo's Guide to Monsters
Silat Hag (in Coven) 10 Second Skin
In order to create a second skin, a hag must flay a humanoid
Baba Yaga 24 Lords and Ladies alive, leaving their skin intact. The skin is then treated in a
concoction brewed from various herbs and the bodily fluids
of the victim. Once complete, a second skin can be worn by
the hag. When worn, the hag puts on the second skin like a
suit, and her body magically transforms to fit into it, perfectly
emulating the appearance of the victim.
A second skin is delicate and time consuming to produce,
and as such a hag is loathe to see it come to harm. A second
skin possesses 10 hit points and has an AC of 5 when not
being worn. Any damage dealt to the hag wearing it is also
dealt to the second skin, save for poison and psychic damage.
If properly treated, it will last for several years, though if
improperly treated the skin will decay at a rate of 1d4
necrotic damage per day. The concoction used to treat the
skin is highly flammable. While wearing the second skin, fire
damage dealt to the hag is doubled.

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A Carey Hag's Lair


Carey Hag Carey hags prefer their homes to be mobile, favoring
While sea hags prefer jagged coasts and the coral reefs of the dilapidated sea faring vessels or rude huts cobbled together
shallows, the carey hags prefer the broad stretches of the on solidified clouds. However, they may occasionally find it
skies above the fathomless open ocean. By far the least beneficial to settle down for a time to work on a delicate
hideous of the hags, a carey hag resembles an austere middle project, favoring barren islands and rocky coasts.
aged woman in simple, pragmatic clothing. This appearance
belies their cruelty. They prowl the ocean skies, searching for Lair Actions
victims. They command lightning and wind, and their A carey hag that has attained the status of grandmother or
thunderous voice can sap the will to fight of those who hear auntie may have a handful of lair actions available to it.
it, consigning them to the briny depths. Consult Volo's Guide to Monsters pg. 59 for more detail on
Strict and Unbending. In stark contrast to the chaotic hag lair actions.
skies, carey hags are rigid and unwavering in their rules. The hag electrifies the air within a 15 foot cube that she
They command air elementals to herd the clouds in their can see inside her lair. Any creature within that cube must
domains in the way that they see fit, not tolerating even a succeed on a DC 13 Constitution saving throw or be
single wisp out of line. They find the flightiness of other fey to stunned until initiative count 20 of the following round.
be tedious and frustrating, and as such are more likely to be
found attended to by devils. They often take husbands, Regional Effects
typically fiends and giants, and expect absolute loyalty from The region within 1 mile of a powerful carey hag's lair is
their partners. warped by her magic, which creates one or more of the
Kind to be Cruel. Though they love drowning seafarers, following effects:
they have a soft spot for the bold. Those sailors that dare to
brave a storm may find that they attract the fickle, matronly The skies around a carey hag's lair are always overcast or
affection of a carey hag. Many bold sea captains have found rainy, and the wind and rain are likely to pick up at a
great success from doting carey hags who have calmed moment's notice. This makes navigating seafaring and
storms and laid low their enemies. However, their skyfaring vessels dangerous, imposing disadvantage on all
punishments to their “little dearies” who break the rules are navigation checks.
always brutal and absolute. Ghost ships may be glimpsed roaming the waters near a
Most peculiar of all is the carey hag's fondness for children carey hag's lair. Ghost ships may take a variety of
and tiny fairies. Make no mistake, they will not hesitate to kill appearances. Some may appear as dilapidated ships,
a child, but they have often taken mercy on the poor child's masts snapped, sails torn, and hull breached,
soul, transforming them into asrai or sylph. No one knows accompanied by will o wisps or spectral fish. Others may
why they do this. appear to be in perfect repair but burst into flame when
Covens. A carey hag that is part of a coven (see the “Hag approached and continue to sail unabated. Ghost ships
Covens” sidebar in the Monster Manual) has a challenge may also be manned by skeletons, specters, fiends, or
rating of 7 (2,900 XP). stranger creatures.
Carey Hag Names
d12 Title First Name Last Name
1 Beldam Adelaide Ambergris
2 Biddy Beatrice Babedrowner
3 Bitter Dolores Blackwater
4 Calamitous Edna Bolteater
5 Creaking Esmerelda Coldheart
6 Cruel Fanny Ironhands
7 Goody Gertrude Mastsplitter
8 Lady Gwendolyn Silverpetrel
9 Madame Josephine Stormshrew
10 Mistress Molly Underwood
11 Mournful Priscilla Whalebones
12 Thunderous Theodora Windrider

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Carey Hag
Medium fey, lawful evil

Armor Class. 18 (natural armor)


Hit Points. 68 (8d8 + 32)
Speed. 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 19 (+4) 14 (+2) 13 (+1) 15 (+2)

Saving Throws: Dex +6


Skills. Intimidation +5, Perception +4
Damage Resistances. cold
Damage Immunities. lightning, thunder
Condition Immunities. deafened, frightened
Senses. darkvision 60 ft., blindsight 30 ft., passive
Perception 14
Languages. Common, Giant, Infernal, Primordial
Challenge. 5 (1,800 XP)

Innate Spellcasting. The hag'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:
3/day each: fog cloud, gust of wind, shatter
1/day each: call lightning
Kingsbroom. The hag carries a kingsbroom, which
functions as a broom of flying. While holding the
broom, she can cast mass suggestion at will,
targeting only air and water based elementals
(including creatures such as invisible stalkers,
smoke mephits, and water weirds). If the broom is
lost or destroyed, the hag must craft another, which
takes a year and a day. Only a carey hag can use a
kingsbroom.
Storm Rider. The hag ignores difficult terrain
created by wind and automatically succeeds on
saving throws to resist wind based effects and
spells.

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

Armor Class. 15 (natural armor)


Hit Points. 114 (12d8 + 60)
Speed. 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 20 (+5) 15 (+2) 18 (+4) 14 (+2)

Saving Throws: Str +6, Wis +6


Skills. Animal Handling +6, Arcana +4, History +4,
Insight +6, Intimidation +4, Investigation +4,
Medicine +6, Nature +4, Perception +6
Senses. darkvision 60 ft., passive Perception 16
Languages. Common, Elvish, Dwarvish, Giant,
Goblin, Halfling, Orcish, Sylvan
Challenge. 5 (1,800 XP)

Empowered Strikes. The hag's weapon attacks count


as magical for the purpose of overcoming damage
reduction.
Fortune Teller. If a creature asks the hag about the
result of a specific action that it plans to take
within the next month, the hag can tell them
whether the outcome will be good, bad, or mixed
after studying the creature for 1 minute. If the
creature refuses to answer any questions asked of it
during this time, the hag cannot answer it.
Innate Spellcasting. The hag's innate spellcasting
ability is Charisma (spell save DC 12, +4 to hit with
spell attacks). She can innately cast the following
spells, requiring no material components:
At will: alter self, detect evil and good, invisibility
(self only), speak with animals
3/day each: bless, pass without trace
1/day each: dispel evil and good, protection from
good and evil, remove curse, sunbeam
Magic Resistance. The hag has advantage on saving
throws against spells and other magical effects.

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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A Dune Hag's Lair


Dune Hag Dune hags make their homes in rude huts constructed of
Perverse and cruel, dune hags are gaunt, towering crones animal hides amid old ruins, scraggly arid plants, or at the
with insatiable cravings. They desire all the comforts that the feet of shifting sand dunes. Illusions abound near a dune
desert lacks: food, drink, and company. A dune hag can hag's hut, luring unsuspecting folk to their doom
devour an entire horse in a matter of minutes and drink a
well dry in the span of a day and still crave more. However, Lair Actions
their souls are bound to the deserts and they cannot bear to A dune hag that has attained the status of grandmother or
be away from them for long, and so the only company that auntie may have a handful of lair actions available to it.
they keep is with the ghosts who wander the wastes. Consult Volo's Guide to Monsters pg. 59 for more detail on
Beware of Beauty. In the cruel heat of the desert, it's easy hag lair actions.
to see what isn't there. The soul yearns for home, for green The hag summons the spirits of those who have perished
places and fair company, for water and shade. A dune hag in the waste, creating a 30 foot radius sphere of shifting
takes advantage of this yearning, creating illusory oases and spirits centered on a point on the ground within 10 feet of
gardens in the heat of the sun to lure in the weary. They are her. The area is lightly obscured and counts as difficult
especially fond of disguising themselves as beautiful women, terrain for all creatures except the hag herself. The effect
dominating their victims with their enthralling kiss, only to lasts until initiative count 20 on the nest round.
devour them at the first opportunity. If discovered, a dune hag
will typically attempt to inflict its enthralling kiss on at least Regional Effects
one creature before fleeing, returning in the night to lure The region within 1 mile of a powerful dune hag's lair is
them away. warped by her magic, which creates one or more of the
Death in Servitude. A dune hag craves companionship, a following effects:
craving she will never be able to fulfill. Her enthralled victims
are made to provide her with all the comforts of a home, A creature needs twice the amount of water to satisfy its
repairing and expanding her hut with crude imitations of water requirements.
luxuries such as fine furniture, fanning her with withered Dunes and areas of loose sand are treacherous and
palm fronds, and preparing elaborate meals for her with the difficult to travel, and creatures that are not allied to the
limited supplies available. These victims inevitably perish hag easily loose their footing. A creature that looses its
from exposure or starvation, as dune hags have no concept of footing slides to the base of the dune and is buried to the
allowing their “little dearies” to rest, their spirits returning as waist, requiring 10 feet of movement to extricate itself.
specters or their bodies rising as wights doomed to continue Familiar music and alluring voices often drift across the
to serve their mistress even in death. dunes, eliciting yearning in those that hear it.
Most horrible is when a dune hag discovers a desert Undead creatures such as zombies or wights may be
caravan. She will insinuate herself among the caravan, slowly encountered disguised as friendly travelers, as if with the
enthralling all the members of it until they all sycophantically seeming spell.
serve her. The caravan might linger, its members slowly
dehydrating as the disguised hag's demands become more
unreasonable while their numbers dwindle from her
insatiable appetite. The more cunning dune hags will enlist
the caravan to go on raids for her, stealing fine foods, pungent
wines, exquisite silks, and pleasurable company to satisfy her.
Eventually, though, a dune hag's insatiable cravings will
deplete the vitality from the very soil she stands on, leaving
only ruin.
Covens. A dune hag that is part of a coven (see the “Hag
Covens” sidebar in the Monster Manual) has a challenge
rating of 6 (2,300 XP).

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Dune Hag
Large fey (animus), chaotic evil

Armor Class. 11
Hit Points. 76 (9d10 + 27)
Speed. 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 16 (+3) 12 (+1) 13 (+1) 15 (+2)

Saving Throws: Con +5, Wis +3


Skills. Deception +4, Perception +3, Survival +3
Damage Resistances. fire; bludgeoning, piercing, and
slashing damage from non-magical weapons
Senses. darkvision 60 ft., passive Perception 13
Languages. Abyssal, Common, Giant, Jannti, Midani
Challenge. 4 (1,100 XP)

Hunger. If the hag starts her turn grappling a


creature, she can make one bite attack against it as
a bonus action
Innate Spellcasting. The dune hag's innate
spellcasting ability is Charisma (spell save DC 12).
She can innately cast the following spells, requiring
no material components:
3/day each: disguise self (including the form of a
Medium humanoid)
1/day each: hallucinatory terrain

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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A Hannya Hag's Lair


Hannya Hag A hannya hag's lair is unassuming in appearance, looking just
In her natural form, a hannya hag resembles a wretchedly like any other home, typically nestled among a pleasant
ugly old woman with a long forked tongue, bony arms, sharp seeming village. However, her psionic influence permeates
claws, and a sickly green serpent's tail in place of her legs. the structure and extends throughout the village, causing
However, a hannya hag is almost never enountered in its strife to foment.
natural form, as it prefers to spend its time disguised in its
humanoid form, which always resembles a less hideous Lair Actions
version of its natural form. Unlike other hags, hannya hags A hannya hag that has attained the status of grandmother or
almost never construct their lairs in out of the way locales. auntie may have a handful of lair actions available to it.
Rather, they prefer to set themselves up in the middle of Consult Volo's Guide to Monsters pg. 59 for more detail on
villages, households, and cities, posing as harmless old hag lair actions. If a creature is carrying at least one violet on
women so that they can sow the seeds of malcontent. its person, it is immune to the hannya hag's lair actions.
Snakes in the Grass. Hannya hags hate humanoids for The hag targets one object that she can see within her lair.
their happiness, and will do everything in their power to undo All humanoids within 30 feet of that object that can see it
that happiness by spreading suspicion and fear in the must succeed on a DC 15 Wisdom saving throw or be
communities they insinuate themselves into, always while forced to attempt to take the object as its action on its next
diverting attention away from themselves. A hannya hag will turn. The object targeted can be currently in the
set herself up as a kind, insightful old biddy to whom anyone possession of a creature.
can come with their problems, using her detect thoughts The hag pinpoints every creature with an Intelligence
ability to understand exactly how best to comfort a person. higher than 3 (-4) within her lair. Creatures holding at
More insidious yet, however, is the hannya hag's ability to least one violet, as well as those under the effects of
psionically convince a creature to act on whatever mindblank and nondetection cannot be detected.
instructions it is hearing, even when the instructions are not
being spoken by the hag herself. This makes identifying a Regional Effects
hannya hag especially difficult. The region within 1 mile of a powerful hannya hag's lair is
Flowers and Obsession. Hannya hags are always warped by her magic, which creates one or more of the
obsessed with something. It's in their nature to become following effects:
fixated upon a goal, such as acquiring a particular treasure,
ruining a particular noble family, or defeating a rival hag. In Emotions run high near a hannya's home, especially
these obsessions are the hag's greatest weakness, as they can suspicion and jealousy. Humanoids in the area may
be exploited by those who know their weaknesses and are experience unexpected emotional outbursts when under
able to cleverly play on them. However, for those who do not stress.
know a hannya hag's obsession, they possess another Violets grow readily and hardily when planted, resisting
weakness: violets. For reasons completely unknown, hannya disease and mold and enduring drought and frost
hags cannot bear to approach violets. Even a single violet is exceedingly well. The hag will do everything in her power
enough to protect a creature from the hag's psionic influence, to eradicate the plants, but at least one seedling usually
and the hannya hag will not voluntarily enter a building survives whatever purge she enacts.
surrounded by a bed of violets. Small objects will go missing, only to be found in the
Covens. A hannya hag that is part of a coven (see the “Hag possession of a friend or party member.
Covens” sidebar in the Monster Manual) has a challenge
rating of 6 (2,300 XP). When the hag dies, these effect fades after 1d6 days.

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Hannya Hag
Medium fey (shapechanger, snake), neutral evil

Armor Class. 17 (natural armor)


Hit Points. 91 (14d8 + 28)
Speed. 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 15 (+2) 18 (+4) 13 (+1)

Skills. Deception +3, Insight +6, Perception +6


Senses. darkvision 60 ft., passive Perception 16
Languages. Abyssal, Common, Draconic
Challenge. 4 (1,100 XP)

Aversion to Violets. The hag has disadvantage on


attack rolls made against a creature carrying at least
one violet, and that creature is immune to the hag's
detect thoughts and Suggestion abilities.
Mind Reader (Psionics). The hag's innate spellcasting
ability is Wisdom (spell save DC 15). She can
innately cast detect thoughts requiring no
components.

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 Innate Spellcasting. The killmoulis's innate


Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., spellcasting ability is Constitution (spell save DC
one creature. Hit: 2 (1d4) bludgeoning damage 10). It can innately cast the following spells,
requiring no material components:
1/day each: mage hand, mending, thaumaturgy
Magic Resistance. The killmoulis has advantage on
saving throws against spells and other magical
effects.

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)

Amphibious. The huriat can breathe both air and


water.
Blood Frenzy. The huriat has advantage on melee
attack rolls against any creature that doesn't have
all its hit points
Seafoam Rebirth. If the huriat is reduced to 0 hit
points, its body dissolves into seafoam but it is not
killed if there is at least one creature charmed by it
on the same plane of existence as it within 60 feet
of the ocean. Instead, it reforms with 1 hit point
from the seafoam near one creature charmed by it.
Magic Resistance. The huriat has advantage on
saving throws against spells and other magical
effects.

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)

Skills. Nature +4, Perception +5


Hybsil Damage Immunities. poison
Small fey, neutral Condition Immunities. poisoned
Senses. passive Perception 15
Armor Class. 12 Languages. Elvish, Sylvan
Hit Points. 36 (8d6 + 8) Challenge. 7 (2,900 XP)
Speed. 30 ft
Daring. The hybsil hart can take the Disengage
action as a bonus action on each of its turns.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 13 (+1) 12 (+1) 10 (+0) Innate Spellcasting. The hybsil hart's innate
spellcasting ability is Wisdom (spell save DC 13). It
can innately cast the following spells, requiring no
Skills. Nature +3, Perception +2 material components:
Damage Immunities. poison
Condition Immunities. poisoned At will : druidcraft, hunter's mark, mage armor
Senses. passive Perception 12 1/day each: conjure volley, dancing lights, jump,
Languages. Elvish, Sylvan mirror image, pass without trace
Challenge. 2 (450 XP)
See Invisibility. The hybsil hart can see invisible
Daring. The hybsil can take the Disengage action as creatures.
a bonus action on each of its turns.
Actions
Innate Spellcasting. The hybsil's innate spellcasting Multiattack. The hybsil hart makes two shortsword
ability is Wisdom (spell save DC 11). It can innately or longbow attacks
cast the following spells, requiring no material
components: Shortsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 6 (1d6 + 3) piercing
1/day each: dancing lights, jump, mirror image,
damage
pass without trace
See Invisibility. The hybsil can see invisible Longbow. Ranged Weapon Attack: +6 to hit, range
creatures. 150/600 ft., one creature. Hit: 7 (1d8 + 3) piercing
damage
Actions Reactions
Multiattack. The hybsil makes two dagger or
shortbow attacks Misty Escape (Recharge 5-6). In response to taking
damage, the hybsil hart teleports up to 60 feet to
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., an unoccupied space that it can see.
one creature. Hit: 5 (1d4 + 3) piercing damage
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one creature. Hit: 6 (1d6 + 3) piercing
damage

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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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Jack o' Lantern


A jack o' lantern is an incorporeal spirit that lives on the Jack o' Lantern
border between the world of the living and the land of the Small fey (any humanoid race), chaotic neutral
dead. On nights where the land of the dead is closest to the
land of the living, such All Hallows Eve or the Ghost Festival, Armor Class. 12
these spirits drift into the world, settling on a child of Hit Points. 55 (10d6 + 20)
exceptional acuity. This child becomes the living vessel for Speed. 30 ft.
the jack o' lantern, and the intermediary between the living
and the dead. STR DEX CON INT WIS CHA
Tricks. The jack o' lantern will always cover its face in
some way. They are especially fond of carving gourds such as 14 (+2) 15 (+2) 14 (+2) 11 (+0) 12 (+1) 15 (+2)
pumpkins into gruesome helmets, but they will also wear
masks bearing the images of skulls or frightening demons. Skills. Sleight of Hand +4, Stealth +4
No matter what kind of mask it wears, though, the jack o' Damage Immunities. necrotic
lantern produces a bright light from its face which is capable Condition Immunities. frightened
of revealing the unseen. The jack o' lantern is very fond of Senses. darkvision 120 ft. passive Perception 11
pranks, too, and will eagerly play tricks on anyone it meets, Languages. Sylvan and whatever languages the
though it is rarely if ever malevolent or violent. possessed humanoid speaks, usually Common
Challenge. 1 (200 XP)
Treats. As intermediary between the living and the dead,
the jack o' lantern performs a very important role. The living
seek out the jack in order to beg them to allow them to speak Trick. The jack can cast cause fear at will (DC 12).
Charisma is its spellcasting ability.
to their loved ones one last time. In a community where the
jack o' lantern is shown respect and kindness, the night Treat (2/Day). If the jack fails a saving throw, it can
becomes filled with tearful reunions and joyful revelries as choose to succeed instead
the jack brings back mothers to see how big their sons have Magic Resistance. The jack has advantage on saving
grown, fathers to meet their daughter's husbands, and throws against spells and other magical effects.
grandmothers to dole out one last piece of wisdom. However,
if the jack o' lantern is rejected, it plays pranks on those Magic Sickle. Any sickle wielded by the jack
who've wronged it, bringing back malicious spirits to plague becomes magical for as long as the jack wields it.
the town until dawn. Revealing Illumination. The jack can begin or stop
Undead Friends. The jack can speak to any spirit, dead or producing light as a free action. The jack produces
undead, and those creatures in turn recognize the jack o' bright light in a 60-foot cone and dim light for an
lantern as a conduit between the world of the living and the additional 60 feet, originating from its face.
land of the dead. Even irreconcilably evil undead such as Invisible creatures and objects are visible as long as
wights are not inclined to attack the jack, However, should they are in the bright light.
the jack o' lantern cause them mischief, there's nothing Speak with the Dead. The jack can communicate
stopping them from doing away with it. with any dead or undead creature or spirit as if they
shared a language.

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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Jacky Longlegs Psionic Aura. The jack constantly emits an aura of


psionic energy with a 60-foot radius. This aura creates
Large fey, chaotic evil
a number of effects, as detailed below.
Armor Class. 16 (barkskin-like) Coughing. When a creature starts its turn within the
Hit Points. 123 (13d10 + 52) aura, it must make a DC 10 Constitution saving
Speed. 50 ft., climb 40 ft. throw or be overcome with a fit of coughing until
the end of its next turn. While coughing a creature
cannot take the Dash action or provide verbal
STR DEX CON INT WIS CHA components for spells.
20 (+5) 17 (+3) 18 (+4) 19 (+4) 16 (+3) 18 (+4) Naseua. Any creature that starts its turn within the
aura must make a DC 16 Intelligence saving throw.
Skills. Perception +7, Stealth +7 On a failure, the creature becomes poisoned for the
Damage Resistances. cold, lightning; piercing damage duration of the time it spends in the aura. While
from non-magical weapons poisoned in this way, a creature has disadvantage on
Damage Vulnerabilities fire; slashing damage from Wisdom saving throws. A creature can repeat the
magical weapons saving throw at the end of each of its turns, ending
Damage Immunities. bludgeoning damage the effect on a success. If a creature's saving throw
Condition Immunities. blinded, charmed, deafened, is successful, the creature is immune to the jack's
exhaustion, frightened, petrified Nausea for the next 24 hours.
Senses. blindsight 60 ft., passive Perception 17 Interference. A creature other than the jack itself that
Languages. telepathy 120 ft. attempts to cast or maintain concentration on a
Challenge. 12 (8,400 XP) divination spell or psionics while within the aura
must succeed on a DC 16 saving throw using their
spellcasting attack modifier or the spell fails. This
Don't Look. Any humanoid that starts its turn able to applies to the sensors of spells such as clairvoyance
see the jack takes 5 (1d10) psychic damage. This that are placed within the aura.
includes through divination magic. Unless the target is Forgetting. When a creature leaves the aura, it must
surprised, the target can avert its eyes. Until the start of succeed on a DC 16 Intelligence saving throw or
its next turn, a creature that averts its eyes has forget everything that occurred while the aura. All
disadvantage on attack rolls against the jack. events for the 10 minutes preceding entering the
The jack automatically becomes aware when a aura and occurring 10 minutes after leaving the aura
humanoid is looking at it or a representation of it and will be muddled and confused.
knows the general direction of and distance to the Tree Stride. Once on its turn, the jack can use 10 ft.
humanoid. This includes through divination spells. of its movement to step magically into one living tree
Empowered Strikes. The jack's weapon attacks count as within its reach and emerge from a second living tree
magical for the purpose of overcoming damage within 60 ft. of the first tree, appearing in an
reduction. unoccupied space within 5 ft. of the second tree. Both
trees must be Large or bigger.
Innate Spellcasting. The jack's innate spellcasting ability
is Intelligence (spell save DC 16, +8 to hit with spell
attacks). It can innately cast the following spells, Actions
requiring no components: Multiattack. The jack makes six attacks: two with its
At will: compulsion, confusion, detect thoughts, claws and four with its tentacles.
dominate person, fear, locate creature, modify memory Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
1/day each: dimension door one creature. Hit: 9 (1d8 + 5) slashing damage.
Woodland Stealth. While in a forested area, the jack can Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft.,
take the Hide action as a bonus action. Its stealth one creature. Hit: 9 (1d6 + 5) bludgeoning damage and
bonus is also improved to +11. the target is grappled (escape DC 17). The jack can
only grapple up to four Medium or smaller creatures at
a time.

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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)

Feign Enchantment. If a jaebrin is targeted by a spell


from the enchantment school, it absorbs the
magic, suffering no effects of the spell, learning the
nature of the spell, and gaining a number of
temporary hit points equal to twice the spell's level.
However, all magical means of detection indicate
that the jaebrin is under the effects of the spell.
Spells to detect the magic the target is affected by,
such as identify, indicate that the jaebrin is under
the effects of the spell. The caster of zone of truth
will detect the jaebrin failing its saving throw. If
targeted by dominate person or dominate monster,
the jaebrin can choose to allow a telepathic link to
be forged, which it can sever as a free action at any
time. The jaebrin may choose to behave as if it is
under the influence of the spell, which can only be
detected by a successful Wisdom (Insight) check
contested by the jaebrin's Charisma (Deception)
check.
Innate Spellcasting. The jaebrin's innate spellcasting
ability is Charisma (spell save DC 11). It can
innately cast the following spells, requiring no
material components:
At will: dancing lights, detect magic, minor illusion
3/day each: charm person, disguise self,
expeditious retreat

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:

Bards of Glory 3/day each: darkness, hallucinatory terrain, knock


Some lillend take a more active role in the stories 1/day each: charm person, speak with animals,
of heroes, acting as allies to warriors for justice speak with plants
such as angels and paladins in their battles against Magic Resistance. The lillend has advantage on
the forces of evil. These lillend have the following saving throws against spells and other magical
action. effects.
Song of Heroes. The lillend begins singing a song
that fills its friends with courage and its enemies Magic Weapons. The lillend's weapon attacks are
with fear. It can continue playing this song on magical.
subsequent turns as if concentrating on a spell, but Spellcasting. The lillend is a 6th level spellcaster. Its
it cannot make a shortsword attack while playing spellcasting ability is Charisma (spell save DC 15,
this song. +7 to hit with spell attacks). The lillend has the
Any ally of the lillend within 120 feet of it that following bard spells prepared:
can hear its song has advantage on saving throws
to resist becoming frightened or charmed and adds cantrips: dancing lights, mage hand, vicious
1d4 to all of its weapon attack rolls. mockery
Each creature hostile to the lillend choice that is 1st level (4 slots): animal friendship, comprehend
within 120 feet of the lillend and can hear it must languages, cure wounds, faerie fire
succeed on a DC 15 Wisdom saving throw or
become frightened for as long as it can hear the 2nd level (3 slots): animal messenger, calm
lillend's song. A creature can repeat the saving emotions, enthrall
throw at the end of each of its turns, ending the 3rd level (3 slots): dispel magic, major image,
effect on a success. If a creature's saving throw is tongues
successful or the effect ends for it, the creature is
immune to the lillend's Song of Heroes for the Actions
next 24 hours.
Multiattack. The lillend makes three attacks: two
with its shortsword and one with its constrict.
Shortsword. Melee Weapon Attack: +8 to hit, reach
5 ft., one creature. Hit: 8 (1d6 + 5) piercing
damage
Constrict. Melee Weapon Attack: +8 to hit, reach
10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning
damage, and the target is grappled (escape DC 16).
Until this grapple ends, the creature is restrained,
and the lillend can't constrict another target.

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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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Hkum Yeng Nat


The hkum yeng nat is a stout, orange skinned fey about the Hkum Yeng Nat
size of a dwarf. They are divinely assigned to guard the well- Medium fey, neutral
being of an entire town or village, typically a town of virtuous
people located far away from easy access to military Armor Class. 14 (natural armor)
protection. Hit Points. 31 (7d8)
Impassive Guardians. A hkum yeng's one and only duty is Speed. 30 ft.
the preservation of the village to which it is assigned. It has
no interest in the day to day behavior of its inhabitants. So STR DEX CON INT WIS CHA
long as they dutifully provide it with offerings of food and
drink it is content to allow them to do as they will, protecting 10 (+0) 13 (+1) 10 (+0) 9 (-1) 10 (+0) 13 (+1)
them from outside threats.
Saving Throws: Str +2
The Village of the Hkum Yeng Nat Skills. Perception +2, Stealth +3
The village that a hkum yeng nat protects is imbued with its Damage Resistances. fire, lightning
awareness, which creates one or more of the following Damage Immunities. poison
effects: Condition Immunities. poisoned
Senses. darkvision 60 ft., passive Perception 12
Dangerous wild animals such as wolves and boars never Languages. Celestial, Sylvan, and the language of the
willingly approach within 1 mile of the borders of a hkum village to which it is assigned, typically Common
yeng nat's town. If forced to approach, they will become Challenge. 3 (700 XP)
aggressive and attempt to leave the proximity as soon as
they are able. Empowered Strikes. The nat's weapon attacks count
As a bonus action, the nat can target any number of as magical for the purpose of overcoming damage
creatures within its town that it can see, which must reduction.
succeed on a DC 11 Wisdom saving throw or become Ethereal Jaunt. As a bonus action, the nat can
frightened for 1 minute or until it crosses the border of the magically shift from the Material Plane to the
town. A creature frightened in this way must use its full Ethereal Plane, or vice versa.
movement to take the safest, most direct route out of the
town. A creature can repeat the saving throw at the end of Ethereal Sense. The nat's sense extend 60 ft. into
the Ethereal Plane when it is on the Material Plane,
each of its turns, ending the effect on a success. If a and vice versa.
creature's saving throw is successful, the creature is
immune to the nat's Aura of Fear for the next 24 hours Innate Spellcasting. The nat's innate spellcasting
ability is Charisma (spell save DC 11, +3 to hit with
spell attacks). It can innately cast the following
spells, requiring no material components:
3/day each: bane, dispel magic, remove curse
1/day each: burning hands, dream
Magic Resistance. The nat has advantage on saving
throws against spells and other magical effects.

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:

Nephele 2 Magic Resistance. The ashira has advantage on


saving throws against spells and other magical
Nereid 2 Yawning Portal effects.
Boreal 3 Speak with Beasts and Plants. The ashira can
Fand 3 communicate with beasts and plants as if they
shared a language.
Gruvrået 3
Tree Stride. Once on its turn, the ashira can use 10
Maenad 3 ft. of its movement to step magically into one living
Bisan 4 tree within its reach and emerge from a second
living tree within 60 ft. of the first tree, appearing
Naiad 4 in an unoccupied space within 5 ft. of the second
Yuki-on-na 4 tree. Both trees must be Large or bigger. The ashira
can travel between the Material Plane and the
Lampad 5 Feywild while traveling in this way so long as there
Deadwood revenant 6 is a suitable tree on the destination plane.
Gulthias dryad 6 Actions
Verenestra 14 Lords and Ladies Fist. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 1 bludgeoning damage.
Ashira Fey Charm. The ashira targets one humanoid or
The ashira are the secret nymphs of the grove. They reside in beast that it can see within 30 feet of it. If the
small groups of male and female ashira, residing primarily on target can see the ashira, it must succeed on a DC
the Feywild side of orchards of cultivated fruit or nut trees, 13 Wisdom saving throw or be magically charmed.
such as figs or almonds. Able to travel between the Feywild The charmed creature regards the ashira as a
and the mortal world by stepping through trees, they keep trusted friend to be heeded and protected.
secret watch over the humanoids that tend to their groves. Although the target isn't under the ashira's control,
it takes the ashira's requests or actions in the most
Ashira discourage wild animals from damaging their groves, favorable way it can.
and the trees in an ashira inhabited groves are blessedly free
of ravenous insects. They are peaceful, but as their lives are Each time the ashira or its allies do anything
inexorably bound to their orchards they will defend their harmful to the target, it can repeat the saving
orchard in whatever way they can if endangered. throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until the
ashira dies, is on a different plane of existence from
the target, or ends the effect as a bonus action. If a
target's saving throw is successful, the target is
immune to the ashira's fey charm for the next 24
hours.
The ashira can have no more than one humanoid
and up to three beasts charmed at a time.

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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)

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 13 (+1) 15 (+2) 18 (+4)

Saving Throws: Wis +4


Skills. Nature +3, Perception +4, Stealth +4
Damage Resistances. bludgeoning, piercing, and
slashing damage (in swarm form only)
Condition Immunities. grappled, prone, restrained
(in swarm form only)
Senses. passive Perception 14
Languages. Elvish, Sylvan
Challenge. 4 (1,100 XP)

Innate Spellcasting. The bisan's innate 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:
At will: druidcraft, invisibility (self only), thorn whip
3/day each: bane, charm person, plant growth
1/day each: hold monster, insect plague
Magic Resistance. The bisan has advantage on
saving throws against spells and other magical
effects.
Speak with Beasts and Plants. The bisan can
communicate with beasts and plants as if they
shared a language.
Shapechange. As a bonus action, the bisan magically
turns into swarm of wasps or back into its true
form. The bisan has the same statistics in both
form, except it can occupy another creature's space
and can move through any opening large enough
for a Tiny insect while in swarm 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 bisan's choice).

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)

Aurora Veil. The boreal wears a veil that sheds bright


light in a 30-foot radius and dim light an additional
30 feet. Any humanoid that starts its turn within
the bright illumination of this veil and can see it
must make a DC 14 Wisdom saving throw. On a
failed save, the creature is charmed so long as it
remains illuminated by the veil. A creature can
repeat the saving throw if the boreal or its allies
attack the target. If a creature's saving throw is
successful the creature is immune to the boreal's
Aurora Veil for the next 24 hours.
The target can avert its eyes and avoid making the
initial saving throw. Until the start of its next turn, a
creature that averts its eyes has disadvantage on
Attack rolls against the boreal
The boreal's veil is a piece of the aurora that birthed
it, and it contains the boreal's spirit. The veil has an
AC and hit points equal to that of the boreal, but
the garment can't be directly harmed while the
boreal wears it. The veil will go out when the aurora
it was taken from ends. If the veil is destroyed or
goes out, the boreal dies immediately, dissolving
away into snow.
Light of the Sky. The boreal can innately cast faerie
fire at will, requiring no material components. Its
innate spellcasting ability is Charisma (save DC 14).
Magic Resistance. The boreal has advantage on
saving throws against spells and other magical
effects.
Speak with Beasts and Plants. The boreal can
communicate with beasts and plants as if they
shared a language.

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)

Amphibious. The glaistig can breathe both air and


water.
Innate Spellcasting. The glaistig'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:
At will: dancing lights, fog cloud
3/day each: charm person
1/day each: suggestion, water breathing
Magic Resistance. The glaistig has advantage on
saving throws against spells and other magical
effects.
Speak with Beasts and Plants. The glaistig can
communicate with beasts and plants as if they
shared a language.

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)

Blood Frenzy. The dryad has advantage on melee


attack rolls against any creature that doesn't have
all its hit points.
Innate Spellcasting. The dryad's innate 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:
3/day each: charm person, disguise self, ensnaring
strike, pass without trace
Magic Resistance. The dryad has advantage on
saving throws against spells and other magical
effects.
Tree Stride. Once on her turn, the dryad can use 10
ft. of her movement to step magically into one
living tree within her reach and emerge from a
second living tree within 60 ft. of the first tree,
appearing in an unoccupied space within 5 ft. of
the second tree. Both trees must be Large or
bigger.

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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Bacchae Template Sample Bacchae


The following baccha presented here uses a champion
A bacchae can be created by applying the Bacchae Template (Volo's Guide to Monsters Appendix B) as the base creature.
to any humanoid creature. The Bacchae Template can be
removed from a creature with a remove curse spell.
Type. The baccae's type is fey, and it retains its racial tags.
Alignment. A bacchae's alignment becomes chaotic if it Champion Bacchae
was not already. Medium fey (any humanoid race), any chaotic
Armor. At the first opportunity, a bacchae will cast off any alignment
armor, favoring light clothes and bare skin.
Languages. The bacchae speaks Sylvan in addition to Armor Class. 12
Hit Points. 143 (22d8 + 44)
whatever languages it already knew Speed. 30 ft.
Bacchanalia. The bacchae has advantage on saving
throws against being charmed or frightened.
Immune to Polymorph. The bacchae is immune to any STR DEX CON INT WIS CHA
spell or effect that would alter its form. 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Inexhaustible. The bacchae is immune to the exhausted
condition.
Reckless. At the start of its turn, the bacchae can gain Saving Throws: Str +9, Con +6
advantage on all melee weapon attack rolls during that turn, Skills. Athletics +9, Intimidation +5, Perception +6
Condition Immunities. exhausted
but attack rolls against it have advantage until the start of its Senses. passive Perception 16
next turn. Languages. Sylvan and any one language (usually
Inebriation. The bacchae cannot cast any non-innate Common)
spells or make ranged weapon attacks more complex than Challenge. 8 (3,900 XP)
throwing objects.
Bacchanalia. The bacchae has advantage on saving
Sample Bacchae throws against being charmed or frightened.
The baccha presented here uses a commoner as the base
creature. Immune to Polymorph. The bacchae is immune to
any spell or effect that would alter its form.
Indomitable (2/Day). The bacchae champion rerolls
Commoner Bacchae a failed saving throw.
Medium fey (any race), any chaotic alignment Reckless. At the start of its turn, the bacchae can
gain advantage on all melee weapon attack rolls
Armor Class. 10 during that turn, but attack rolls against it have
Hit Points. 4 (1d8) advantage until the start of its next turn.
Speed. 30 ft. Second Wind (Recharges after a Short or Long Rest).
As a bonus action, the bacchae champion can
regain 20 hit points
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Actions
Multiattack. The bacchae champion makes three
Condition Immunities. exhausted attacks with its greatsword
Senses. passive Perception 10
Languages. Sylvan and any one language (usually Greatsword. Melee Weapon Attack: +9 to hit, reach
Common) 5 ft., one creature. Hit: 12 (2d6 + 5) slashing
Challenge. 0 (10 XP) damage, plus 7 (2d6) slashing damage if the
champion has more than half its total hit points
Bacchanalia. The bacchae has advantage on saving remaining
throws against being charmed or frightened.
Immune to Polymorph. The bacchae is immune to
any spell or effect that would alter its form.
Reckless. At the start of its turn, the bacchae can
gain advantage on all melee weapon attack rolls
during that turn, but attack rolls against it have
advantage until the start of its next turn.

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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Naiad True Beauty. A naiad possesses a beauty so profound that


it can blind those who gaze upon it, rendering them unable to
A naiad is a fey spirit bound to a particular body of see anything but the naiad itself. These people will happily
freshwater, such as a river, a spring, a pond, or a waterfall. spend the rest of their lives in adoration of the naiad. The
They are known to kidnap particularly beautiful young men more merciful naiads will use magic to conceal their true
and women, pulling them under the waters of their ponds or form to spare mortals that fate and themselves the hassle of
lakes to who knows what fate. dealing with new admirers, while the crueler naiads will use
it as a way to pass the time.

Naiad Amphibious. The naiad can breathe air and water.


Medium fey (animus), neutral Innate Spellcasting. The naiad's innate spellcasting
ability is Charisma (spell save DC 14, +6 to hit with
Armor Class. 17 spell attacks). It can innately cast the following spells,
Hit Points. 49 (9d8 + 9) requiring no material components:
Speed. 30 ft., swim 50 ft.
At will: disguise self, druidcraft
3/day each: cure wounds, phantasmal killer
STR DEX CON INT WIS CHA
1/day each: water breathing
10 (+0) 17 (+3) 12 (+1) 15 (+2) 17 (+3) 19 (+4)
Magic Resistance. The naiad has advantage on saving
throws against spells and magical effects.
Skills. Perception +5, Persuasion +8, Stealth +4
Senses. darkvision 60 ft., passive Perception 15 Speak with Beasts and Plants. The naiad can
Languages. Aquan, Elvish, Sylvan communicate with beasts and plants as if they shared a
Challenge. 4 (1.100 XP) language
Unearthly Grace. While wearing no armor, the naiad's
Blinding Beauty. Any humanoid within 30 feet of the AC includes its Charisma modifier.
naiad that can see its true form must make a DC 13
Charisma saving throw. On a failed save, the creature is Actions
blinded until cured with lesser restoration or similar
magic. While blinded in this way, the creature is Slap. Melee Weapon Attack: +4 to hit, range 5 ft., one
charmed by the naiad and can still see the naiad, target. Hit 4 (1d4 + 2) bludgeoning damage.
though it is blind to everything else. If a creature fails Embrace (Recharge 3-4). The naiad embraces one
its saving throw by 7 or more it is also reduced down willing creature and uses any remaining movement that
to 0 hit points. If a creature succeeds on its saving it possesses to attempt to pull the creature in a
throw it is immune to the naiad's Blinding Beauty for direction of its choice. The creature must make a DC
24 hours. 14 Wisdom saving throw, making the throw with
Unless the target is surprised or the revelation of the disadvantage if it is charmed by the naiad. On a failure,
naiad's true form is sudden, the target can avert its the creature is willingly lead by the naiad, attempting to
eyes and avoid making the initial saving throw. Until breath normally even if lead underwater.
the start of its next turn, a creature that averts its eyes
has disadvantage on attack rolls against the naiad.

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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)

Cloudwalker. The nephele can treat any visible vapor


as if it is solid, allowing it to walk on clouds or mist.
This requires no concentration and can be done
while the nephele sleeps.
Innate Spellcasting. The nephele'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:
At will: control wind
1/day each: create or destroy water, fog cloud, gust
of wind
Magic Resistance. The nephele has advantage on
saving throws against spells and other magical
effects.
Speak with Clouds and Birds. The nephele can
communicate with beasts with a natural flying
speed, clouds, and winds as if they shared a
language. Winds can describe what they have
traveled past, and clouds can describe the area
from which their waters evaporated and how soon
they will precipitate.

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)

Skills. Medicine +3, Perception +3, Religion +4


Damage Immunities. fire
Senses. darkvision 60 ft., passive Perception 13
Languages. Ignan, Sylvan, and the language of the
home its hearth is in
Challenge. 1 (200 XP)

Aura of Calm. The vestal is surrounded at all times


by an aura of contentment. This aura effects
creatures on both the Material Plane and the Border
Ethereal Plane, regardless of which plane the vestal
currently occupies.
While a creature friendly to the vestal is within the
aura, it has advantage on saving throws to resist
becoming frightened or charmed and on all
Constitution saving throws to maintain
concentration on a spell.
Ethereal Jaunt. While within its hearth and the hearth
is lit, the vestal can magically shift from the
Material Plane to the Ethereal Plane, or vice versa,
as a bonus action.
Ethereal Sight. The vestal can see 60 ft. into the
Ethereal Plane when it is on the Material Plane, and
vice versa.
Innate Spellcasting. The vestal's innate spellcasting
ability is Charisma (spell save DC 14). It can
innately cast the following spells, requiring no
material components:
At will: calm emotions, detect evil and good, detect
poison and disease
3/day each: circle of power, crusader's mantle,
lesser restoration
1/day each: aura of life, aura of vitality
Magic Resistance. The vestal has advantage on
saving throws against spells and other magical
effects.

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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Ragewalker Innate Spellcasting. The ragewalker's innate spellcasting


ability is Charisma (spell save DC 18). It can innately
Large fey, chaotic evil
cast the following spells, requiring no material
Armor Class. 18 (plate) components.
Hit Points. 180 (19d10 + 76) At will: crown of madness
Speed. 40 ft.
3/day each: blade barrier, cloudkill, contagion, fireball
Magic Resistance. The ragewalker has advantage on
STR DEX CON INT WIS CHA saving throws against spells and other magical effects.
19 (+4) 23 (+6) 19 (+4) 10 (+0) 14 (+2) 20 (+5) Magic Weapons. The ragewalker's weapon attacks are
magical.
Saving Throws: Str +9, Dex +11, Wis +7
Weapon Cloud. The ragewalker is surrounded at all
Skills. Athletics +9, Perception +7
times by a cloud of flying, whirling weapons. A creature
Damage Resistances. cold, fire; bludgeoning, piercing,
must make a DC 18 Dexterity saving throw whenever it
and slashing damage from non-magical weapons
first comes within 30 feet of the ragewalker or starts
Damage Immunities. poison
its turn within 30 feet of it. On a failure. The creature
Condition Immunities. charmed, exhaustion, frightened,
takes 9 (2d8) bludgeoning, piercing, or slashing
poisoned
damage (chosen at random).
Senses. darkvision 60 ft., passive Perception 17
Languages. The languages of those who died on its
battlefield; it also understands Abyssal, Infernal, Actions
Primordial, and Sylvan but cannot speak them Multiattack. The ragewalker makes two claw attacks and
Challenge. 14 (11,500 XP) three flying weapon attacks.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Blood Frenzy. The ragewalker has advantage on attack
one creature. Hit: 15 (2d8 + 6) slashing damage.
rolls against any creature that doesn't have all its hit
points. Flying Weapon. Ranged Spell Attack: +10 to hit, range
60 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning,
Blighted Soul. Detect evil and good, commune with piercing, or slashing damage (the ragewalker's choice).
nature, and other similar spells and effects identify the
ragewalker as undead. The ragewalker also benefits Reactions
from desecrated ground and is treated by antilife shell
as if it was an undead creature. Bloodlust. When a creature within 60 feet of the
ragewalker is damaged, the ragewalker can cast crown
Combat Master. A ragewalker is proficient in all of madness on it.
weapons, and can fully utilize any non-holy weapon
without attunement or meeting other conditions such Redirect Missiles. If a ranged weapon attack targeting
as race, alignment, or class. the ragewalker misses, it can redirect the attack at a
target of its choice, making a new attack roll with a
+10 attack modifier.

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Ruin Chanter Ruin Chanter


In Gauntlgrym there is a dwarven woman who no one really Medium fey (animus), neutral
knows. She has resided in an out of the way residence in the
Vault of Kings since the city was reclaimed by Bruenor, and Armor Class. 16 (natural armor)
she has no immediate next of kin. She makes frequent trips Hit Points. 152 (16d8 + 80)
to the Iron Tabernacle, bringing food to the dwarves Speed. 30 ft
renovating its innumerable temples and making private visits
to the crypts below it. She talks very little, but she sings often,
recalling old songs that most dwarves thought forgotten. STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 20 (+5) 15 (+2) 16 (+3) 20 (+5)
Cities have dreams, just like all living things. They rise, they
revel, and eventually they die. The ruin chanters are the ones
who sing the dirges of the dead and dying empires. They live Saving Throws: Dex +7, Wis +6
in the ruins of cities and they sing their stories. They sing of Skills. Acrobatics +7, Perception +6
Senses. darkvision 60 ft., passive Perception 16
triumphs and tragedies of days past, of the struggles both Languages. Sylvan, Terran, and whatever the primary
great and small. They sing of the festivals and the plagues language is or was of the ruins they occupy
and the coronations and the battles and all the other events Challenge. 8 (3,900 XP)
that defined the city they live in. They sing of the
impermanence of all things, of the good night that we must Lightfoot. The ruin chanter is supernaturally light on
all eventually walk into. They are the twilight folk, and in their its feet. It does not trigger weight based traps, such
songs you hear your own footsteps walking inexorably down as pits or pressure plates, unless it wants to. It does
the path of your own life. not destabilize precarious structures. By using 10
Urban Decay. A ruin chanter looks like a wizened example feet of movement it can leap up to 30 feet
of the people who once inhabited its ruins, old and mournful vertically.
with sad eyes. They inhabit the ruins of long dead cities, as
well as the ruined or ancient sections of cities that are Magic Resistance. The ruin chanter has advantage
declining. They learn the stories and songs of the city through on saving throws against spells and other magical
its stones, and they sing them in defiance of the inescapable effects.
end. They eat dust and ash and drink the water that collects Magic Weapons. The ruin chanter's weapon attacks
in puddles, understanding the sorrow of loss. are magical.
Guardians. A ruin chanter does not only mourn the city it Song of Senility. As a bonus action, the ruin chanter
inhabits. It also protects what remains from unwarranted begins singing. All creatures of the ruin chanter's
destruction and looting. They speak the secret language of choice within 60 feet of the ruin chanter that can
ghosts, and understand the efforts of the rats and razorvine hear it must succeed on a DC 16 Intelligence
that find sanctuary in the cracks and crevasses. They saving throw at the beginning of its turn or age 1d4
summon spirits of earth, creating elementals out of the bones years and be affected as if with the confusion spell
of their city. Those who would seek to despoil the city, until the beginning of its next turn. The aging can
whether through looting or wanton destruction, will find their be reversed with a lesser restoration spell.
efforts thwarted by traps, feral animals, hazards, and perhaps
even moving portions of the ruins themselves. Actions
Urban Renewal. Some legends say that if the city of a ruin Multiattack. The ruin chanter makes three Mace
chanter is once again occupied and brought back from death, attacks
that the ruin chanter will find new life, becoming young and
joyful. Some even say that such a ruin chanter becomes Mace. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 8 (1d6 + 5) bludgeoning damage.
mortal, leaving behind its sorrowful life to live out the The target must succeed on a DC 16 Constitution
remainder of its days in the city for which it once mourned. saving throw or take 2 (1d4) necrotic damage and
have disadvantage on all Strength and Dexterity
attacks, checks, and saving throws for 1 minute.

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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)

Saving Throws: Str +10, Con +9


Damage Resistances. bludgeoning, piercing, and
slashing damage from non-magical weapons
Damage Immunities. necrotic, poison
Condition Immunities. blinded, deafened,
exhaustion, frightened, paralyzed, petrified,
poisoned, unconscious
Senses. tremorsense 120 ft., passive Perception 10
Languages. understands Sylvan and Terran and the
languages of its summoner but cannot speak
Challenge. 12 (8,400 XP)

False Appearance. While the ruin remains


motionless, it is indistinguishable from a pile of
rubble
Magic Resistance. The ruin elemental has advantage
on saving throws against spells and other magical
effects.
Ruin Walker. The ruin elemental moves across
difficult terrain made of earth or stone without
expending extra movement.

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)

False Appearance. While the saguaro sentinel


remains motionless, it is indistinguishable from a
normal cactus
Siege Monster. The saguaro sentinel deals double
damage to objects and structures.
Thorns. A creature that touches the saguaro
sentinel or hits it with a melee attack while within 5
feet of it takes 3 (1d6) piercing damage.
Tough Flesh. The saguaro sentinel has advantage on
saving throws to resist spells and effects that drain
it of moisture, such as blight and Abi-Dalzim's
horrid wilting.

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

If the shadar-kai cenobite dies, any fiends summoned by the


cenobite return to their home plane in 1d4 days. All other
effects fade within 1 day.

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Shadar-kai Cenobite 3rd level (3 slots): fear, haste, mass healing


Medium fey (elf), lawful neutral 4th level (3 slots): death ward, phantasmal killer,
staggering smite
Armor Class. 13 (leather armor)
Hit Points. 97 (15d8 + 30) 5th level (2 slots): destructive wave, dominate person
Speed. 30 ft. 6th level (1 slot): heal

STR DEX CON INT WIS CHA


Actions
Multiattack. The shadar kai can make three Chains of
12 (+1) 15 (+2) 14 (+2) 15 (+2) 18 (+4) 16 (+3) Torment attacks.

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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Shimmerling Shimmerling Swarm


Shimmerlings are beautiful, minuscule fey that feed on pollen Medium swarm of Tiny fey, chaotic neutral
and are no more intelligent than sparrows. Measuring just a
few inches and glowing in a single, flawless hue, a Armor Class. 16 (natural armor)
shimmerling looks like a tiny fragment of a rainbow. They Hit Points. 71 (11d8 + 22)
would be utterly harmless, in fact, were it not for their ability Speed. 10 ft., fly 50 ft.
to swarm.
Kaleidoscopic Swarms. When threatened or under stress,
shimmerlings gather together into psychedelic swarms, the STR DEX CON INT WIS CHA
dizzying play of colors and lights is enough to stun all but the 5 (-3) 16 (+3) 15 (+2) 7 (-2) 10 (+0) 5 (-3)
most serious minded beings. The light of shimmerling
swarms makes those that see it more vulnerable to being Damage Resistances. bludgeoning, piercing, slashing
charmed by fey, making these prismatic fey popular pets for Damage Immunities. bludgeoning, piercing, and
dryads, tulani, and other powerful fey. slashing damage from non-magical weapons
Condition Immunities. charmed, grappled, paralyzed,
petrified, prone, restrained, stunned
Shimmerling Senses. passive Perception 10
Languages. understands Sylvan, but can't speak it
Tiny fey, unaligned Challenge. 8 (3,900 XP)
Armor Class. 12 Dazzling Illumination. The shimmerling swarm
Hit Points. 1 (1d4-1) produces bright light out to 30 feet and dim light
Speed. 30 ft. out to an additional 30 feet. While the swarm is
flying, any non-fey creature that moves into or
STR DEX CON INT WIS CHA starts its turn in this area that can see the swarm
must succeed on a DC 18 Intelligence saving throw
1 (-5) 14 (+2) 8 (-1) 4 (-3) 10 (+0) 4 (-3) or be dazzled for 1 minute. While dazzled, the
creature is incapacitated and has a speed of 0.
Senses. passive Perception 10 Creatures immune to the charmed condition are
Languages. understands Sylvan, but can't speak it immune to this effect. A creature can repeat their
Challenge. 0 (10 XP) saving throw whenever they take damage.
Kaleidoscopic Distraction. Any creature that is within
Illumination. The shimmerling produces bright light 30 feet of a shimmerling swarm while it is
out to 5 feet and dim light out to an additional 5 producing light has disadvantage on saving throws
feet. to resist being charmed by fey creatures
Swarm. The swarm can occupy another creature's
Actions space and vice versa, and the swarm can move
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., through any opening large enough for a Tiny
one creature. Hit: 1 piercing damage shimmerling. The swarm can't regain hit points of
gain temporary hit points.

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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Bolcaith Regional Effects


The region containing bolcaith's lair is bound to a single
The bolcaith are rare and magnificent fey bound to the life Outer Plane, such as Ysgard or Hades, which creates one or
force of a single volcano, with gleaming skin of smooth, black more of the following effects:
obsidian and eyes that glow like pools of molten gold. Quiet,
reserved, and highly intelligent, a bolcaith is always in control While on the mountain, the DC to resist insanity for
of a situation. However, when a bolcaith's ire is raised, contact other plane is reduced to 10 when attempting to
destruction rains down. Their glossy black skin ignites with a contact a creature on the Outer Plane to which the
furious orange glow, wrapping them in a vicious heat that volcano is bound.
scorches all it touches. An enraged bolcaith is a force to be While within its lair, the bolcaith can cast gate once per
reckoned with, as it will destroy indiscriminately until its fury hour, creating portals only to the Outer Plane to which its
is sated, feeling little remorse for any deaths it causes. Unlike volcano is bound.
many creatures of flame, they fear neither water nor ice. The plants and animals native to the bolcaith's volcano are
Their mighty flaming bodies are inured against the cold of touched by the influence of the Outer Plane to which it is
their brutal mountaintops. bound. Those of a volcano bound to a good aligned plane
Bound to the Earth. A bolcaith is inexorably bound to its may be peaceful, and the plants may grow many rich and
volcano. It cannot stray far beyond the reaches of its slopes, healthy fruits. Conversely, a volcano bound to an evil
and its lifecycle mirrors its own. While the volcano is aligned plane may have vicious animals and scraggly
dormant, the bolcaith sleeps, dreaming of the realms beyond plant-life rife with thorns and poisonous fruit. Creatures
the veil. When volcano finally dies, the bolcaith turns to stone. native to the volcano's Outer Plane may even be found
The Otherworld. A bolcaith's volcano is a conduit to an occasionally.
Outer Plane, and the bolcaith is the gatekeeper. Some guard
paths to the blessed realms of Elysium, Celestia, or Arborea. Empowered Sidhe Weapon
Others guard gaping wounds that lead to the dread realms of
Hades, the Nine Hells, or the Abyss. Some stand watch over An empowered bolcaith's maul has the properties
even stranger doors, ones that lead to the horrific geometries of an attuned hammer of thunderbolts.
thunderbolts
of the Far Realm. Cultists have been known to travel Erupting Bolcaith
thousands of miles to beseech a bolcaith to open its gate to If sufficiently enraged, a bolcaith may cause its
allow their foul lord through. However, a bolcaith is not easily volcano to erupt. This creates the following
swayed. Every bolcaith abides by a strict set of rules dictated conditions in the surrounding area:
by immeasurably ancient lore, and they will not violate those
rules under any circumstances. It's not just cultists. A dark cloud of smoke and ash extends for a
Representatives from all across the planes will meet with radius of 10 miles from the volcano and
bolcaiths, working out treaties and agreements to prevent or persists for 2d10 days.
allow the passage of certain individuals through their The region of the volcano is subjected to
mountains. Bolcaiths have deals and treaties with beings all extreme heat.
across creation. The bolcaith can utilize its lair actions anywhere
on its volcano, rather than just in its palace.
The bolcaith gains Legendary Actions, as
A Bolcaith's Lair described below.
A bolcaith makes its lair in a magnificent palace at the top of
its volcano. Carved from volcanic stone and glass, these An erupting bolcaith has the following additional
imposing structures are inevitably surrounded by a riot of properties, giving it a challenge rating of 23
plant-life thriving on the rich volcanic soil, save for when the (50,000 XP):
bolcaith's rage prompts the volcano to erupt, razing the land
with flame and ash. Legendary Actions
The bolcaith can take 3 legendary actions,
Lair Actions choosing from the options below. Only one
On initiative count 20 (losing initiative ties), bolcaith takes a legendary action option can be used at a time and
lair action to cause one of the following effects; bolcaith can't only at the end of another creature's turn. The
use the same effect two turns in a row bolcaith regains spent legendary actions at the
The bolcaith casts stinking cloud on a point in its lair that start of its turn.
it can see. The spell does not require concentration and Attack. The bolcaith makes one maul attack.
Trembling Strike (Costs 2 Actions). The bolcaith
persists until initiative count 20 of the next round. strikes the ground with its maul, triggering an earth
The bolcaith briefly increases the heat within 30 feet of it tremor. All other creatures on the ground within 60
enormously. All creatures that are not resistant or feet of the bolcaith must succeed on a DC 20
immune to fire damage must succeed on a DC 10 saving Strength saving throw or be knocked prone.
throw or gain one level of exhaustion. Eruption (Costs 3 Actions). The bolcaith casts
The bolcaith summons a creature with a CR of 3 or less meteor swarm.
from the Outer Plane to which its volcano is connected.
The creature obeys the bolcaith's commands, acts on the
bolcaith's initiative, and disappears on initiative count 20
of the next round.

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Bolcaith 3/day each: cloudkill, contact other plane, firestorm


Huge fey (animus, sidhe), lawful neutral 1/day each: incendiary cloud, zone of truth
Armor Class. 18 (natural armor) Legendary Resistance (1/Day). If the bolcaith fails a
Hit Points. 195 (17d12 + 85) saving throw, it can choose to succeed instead
Speed. 40 ft. Magic Resistance. The bolcaith has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Sidhe Shape: Ash Cloud. As a bonus action, the bolcaith
transforms into a 15-foot radius cloud of swirling ash
23 (+6) 12 (+1) 20 (+5) 18 (+4) 19 (+4) 22 (+6) or back into its humanoid form. All equipment that it is
wearing or carrying merge into this form. In ash cloud
Saving Throws: Str +12, Con +11, Int +10, Cha +12 form, the bolcaith's statistics remain the same except
Skills. Arcana +10, Athletics +12, Deception +12, for the following changes: it has a flying speed of 60
History +10, Insight +10, Intimidation +12, feet, it can fit through a space as narrow as 1 inch
Perception +10, Persuasion +12, Religion +10 without squeezing, it can enter a creature's space and
Damage Resistances. cold stop there, and it is immune to being grappled,
Damage Immunities. fire, lightning, poison; knocked prone, and restrained. The area that it
bludgeoning, piercing, and slashing damage from occupies is heavily obscured.
non-magical weapons
Sidhe Weapon: Maul. As a free action on its turn, the
Condition Immunities. charmed, frightened, petrified,
bolcaith can create a maul in an unoccupied hand. The
poisoned
maul is a magical weapon and uses the bolcaith's
Senses. darkvision 120 ft., passive Perception 20
spellcasting modifier for attack and damage rolls. The
Languages. Abyssal, Celestial, Deep Speech, Draconic,
bolcaith can only have one such weapon at any given
Giant, Infernal, Primordial, Sylvan
time, and can dismiss it as a free action.
Challenge. 17 (18,000 XP)

Fire Aura. The bolcaith can activate or deactivate this


Actions
feature as a bonus action. At the start of each of the Multiattack. The bolcaith can use its Frightful Presence.
bolcaith's turns, each creature within 5 feet of it takes It then makes two maul attacks.
10 (3d6) fire damage, and flammable objects in the
Maul (Humanoid Form Only). Melee Weapon Attack:
aura that aren't being worn or carried ignite. A creature
+12 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6)
that touches the bolcaith or hits it with a melee attack
bludgeoning damage plus 22 (4d10) lightning damage.
while within 5 feet of it takes 10 (3d6) fire damage.
While this aura is active, the bolcaith sheds bright light Frightful Presence. Each creature of the bolcaith's
in a 30-foot radius and dim light an additional 30 feet. choice that is within 120 feet of the bolcaith and
aware of it must succeed on a DC 20 Wisdom saving
Innate Spellcasting. The bolcaith's innate spellcasting throw or become frightened for 1 minute. A creature
ability is Charisma (spell save DC , + to hit with spell can repeat the saving throw at the end of each of its
attacks). It can innately cast the following spells, turns, ending the effect on a success. If a creature's
requiring no material components: saving throw is successful or the effect ends for it, the
At will: call lightning, detect evil and good, fireball, creature is immune to the bolcaith's Frightful Presence
speak with dead for the next 24 hours.

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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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Lelfin 1/day each: fly, speak with plants, teleport


Medium fey (sidhe), any alignment Legendary Resistance (3/Day). If the lelfin fails a saving
throw, it can choose to succeed instead
Armor Class. 22 (breastplate, 24 with Dual Wielding)
Hit Points. 204 (24d8 + 96) Magic Resistance. The lelfin has advantage on saving
Speed. 35 ft. throws against spells and other magical effects.
Sidhe Shape: Beasts. As a bonus action, the lelfin
magically polymorphs into a beast that has a challenge
STR DEX CON INT WIS CHA rating equal to or less than its own, or back into its
16 (+3) 19 (+4) 18 (+4) 21 (+5) 19 (+4) 22 (+6) humanoid form. Any equipment it is wearing or
carrying is absorbed by the new form. In a new form,
Saving Throws: Dex +10, Wis +10, Cha +12 the lelfin retains its game statistics and ability to speak,
Skills. Acrobatics +10, Arcana +11, Athletics +9, but its AC, movement modes, Strength, Dexterity, and
History +11, Insight +10, Perception +10, special senses are replaced by those of the new form,
Persuasion +12, Stealth +10, Survival +10 and it gains any statistics and capabilities (except class
Damage Resistances. cold, fire features, legendary actions, and lair actions) that the
Damage Immunities. lightning; bludgeoning, piercing, new form has but that it lacks.
and slashing damage from non-magical weapons Sidhe Weapon: Longswords. As a free action on its turn,
Condition Immunities. charmed, frightened, petrified the lelfin can create a longsword in a unoccupied hand.
Senses. truesight 120 ft., passive Perception 20 The longsword is a magical weapon and uses the
Languages. Elvish, Giant, Sylvan, telepathy 60 ft. lelfin's spellcasting modifier for attack and damage
Challenge. 20 (25,000 XP) rolls. The lelfin can only have up to two such weapons
at any given time, and can dismiss one or both
Dual Wielding. The lelfin gains a +2 bonus to its AC if it weapons as a free action.
is wielding one weapon in each hand. Unearthly Grace. The AC of the lelfin includes its
Charisma bonus.
Gaze. If a creature starts its turn within 60 feet of the
lelfin and can see the lelfin's eyes, the lelfin can force it
to make a DC 19 Wisdom saving throw if the lelfin Actions
isn't incapacitated and can see the creature. On a failed Multiattack. The lelfin makes two longsword attacks, or
save, the creature is charmed by the lelfin for as long as four longsword attacks if it is wielding two longswords.
it can see the lelfin. While charmed in this way, a
creature cannot avert its eyes from the lelfin and has Longsword (Humanoid Form Only). Melee Weapon
disadvantage on attack rolls and Wisdom (Perception) Attack: +12 to hit, reach 5 ft., one creature. Hit: 10
checks to perceive anything other than the lelfin. A (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing
creature can repeat the saving throw at the end of each damage if used with two hands to make a melee attack,
of its turns, with disadvantage if the lelfin is within line plus 11 (2d10) lightning damage.
of sight, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends Legendary Actions
for it, the creature is immune to the lelfin's Gaze for The lelfin can take 3 legendary actions, choosing from
the next 24 hours. the options below. Only one legendary action option
Unless the target is surprised or the revelation of the can be used at a time and only at the end of another
lelfin's true form is sudden, the target can avert its eyes creature's turn. The lelfin regains spent legendary
and avoid making the initial saving throw. Until the actions at the start of its turn.
start of its next turn, a creature that averts its eyes has
Attack. The lelfin makes one longsword attack.
disadvantage on attack rolls against the lelfin.
Teleport (Costs 2 Actions). The lelfin teleports into an
Innate Spellcasting. The lelfin's innate spellcasting ability
unoccupied space that it can see within 30 feet of it. It
is Charisma (spell save DC 20, +12 to hit with spell
can make one longsword attack before or after it
attacks). It can innately cast the following spells,
teleports.
requiring no material components:
Death Glare (Costs 3 Actions). The lelfin targets one
At will: alter self, command, detect thoughts, dispel
creature charmed by it that it can see within 30 feet of
magic, invisibility (self only), searing smite, staggering
it. If that creature can see the lelfin's eyes, it must
smite, thunderous smite, witch bolt, wrathful smite
succeed on a DC 20 Charisma saving throw or die
3/day each: freedom of movement, knock, pass immediately.
without trace, suggestion

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Malgoren Malgoren's Lair


Both beautiful and terrifying to behold, a malgoren it a tall, A malgoren makes its lair in the middle of a labyrinth of
powerfully muscled being with glossy black skin completely twisting tunnels and dangerous pitfalls. Its inner sanctum is a
unmarred by hair or flaw, as smooth as a polished gem. They magnificent realm of beautifully glowing crystals and
have no eyes, and rarely don clothing, leaving their aromatic fungi, its halls and rooms carved by only the most
statuesque figures on display. expert of hands.
Blind Beauty. Malgoren hoard beauty. However, being Lair Actions
blind, they value other forms of beauty than pure appearance. On initiative count 20 (losing initiative ties), malgoren takes a
They love fair music, magnificent texture, and elegant curves. lair action to cause one of the following effects; malgoren
As such, among their treasure one will find gems of flawless can't use the same effect two turns in a row
smoothness, crystals that sing when stroked, and stones
shaped into fanciful forms. Most treasured of all, however, are The malgoren casts darkness on a spot that it can see.
the members of the malgoren's harem. The spell does not require concentration and lasts for 1
A malgoren kidnaps humanoids that produce beautiful minute or until the malgoren uses this lair action again.
things. Musicians, sculptors, and lovers all populate the inner The malgoren casts hold monster (DC 18) on all creatures
most chamber of the malgoren's sanctum. Creatures of of its choice that it can see that are in direct contact with
physical excellence such as acrobats and skillful warriors find stone. The spells do not require concentration and end on
themselves prisoner here as well, as malgoren admire beings initiative count 20 of the following round. If a creature
that have honed their bodies to perfection. Drow acrobats successfully saves against this effect, it is immune to this
and weavers, duergar stone carvers and blacksmiths, and lair action for 24 hours.
svirfneblin bards and gem masters are all trapped within the The malgoren teleports to a space it can see within 60 feet
beautiful cage that the malgoren crafts for them. Malgoren of it, provided that it is currently in contact with stone.
are not cruel masters, however, and treasure each and every
member of their harem, seeing to their every need. Many of Regional Effects
their captives find that they do not wish to leave their The region 1 mile around malgoren's lair is warped by its
pampered existence even without the influence of psionic magic, which creates one or more of the following effects:
manipulation. The malgoren immediately becomes aware whenever a
Psionics. Malgoren possess formidable psionic powers. creature with an Intelligence score of 5 (-3) or higher
Able to dominate the minds of other creatures and listen to enters the area, though it does not know the direction to
their thoughts, a malgoren is a frightening adversary. What’s the target.
more, their psionic powers completely enshroud their minds, Sounds are amplified within the area. Soft footfalls echo
making them totally undetectable by any magical or psionic unnervingly. Whispered voices seem to ring far too loud.
means. Even their thoughts cannot be read. Dexterity (Stealth) checks and saving throws to resist
Territorial. Malgoren are ferociously territorial. Once they being deafened from sonic effects made within the area
have laid claim to a cavern system, they suffer no trespass. have disadvantage.
Any unapproved structures, mining, or logging that occurs in Strange, glowing crystals and fungi decorate the walls,
these caverns will draw the immediate wrath of the creating an eerie radiance in places. The malgoren
malgoren, who will viciously slay all involved to a man, cultivates the growth of only the sweetest smelling fungi,
leaving their corpses as a warning to any future intruders. so the tunnels and caves are always pleasantly fragrant.
However, a malgoren can be reasoned with if one knows the
way to do so, typically by placating it with offerings of fine
silks, masterwork instruments, and exquisitely carved stones. Empowered Sidhe Weapons
Malgoren are deadly enemies of mindflayers. Illithids Some malgoren so thoroughly infuse their
create nothing of beauty and poach valuable slaves and gauntlets with psionic energy that they provide
resources from the malgoren’s territory. Should a malgoren extra defense. These gauntlets have the properties
discover a mindflayer colony, it will viciously attack until of a set of bracers of defense,
defense granting the malgoren
every last mindflayer has fled or been slain. A malgoren is a a Challenge Rating of 14 (11,500 XP).
terrifying enemy for an illithid colony: it is totally immune to
their psionic attacks, it can neither be tracked nor detected,
and it can infiltrate almost any stronghold with its ability to
glide through stone and turn into darkness. Mindflayers are
almost completely unable to defend against a malgoren, so
they will often hire adventurers to deal with the malgoren,
usually through a drow or svirfneblin proxy.

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Malgoren Sidhe Shape: Darkness. As a bonus action, the malgoren


transforms into a 10-foot radius orb of magical
Large fey (sidhe), lawful evil
darkness or back into its humanoid form. All
Armor Class. 18 (natural armor) equipment that it is wearing or carrying merge into this
Hit Points. 172 (15d10 + 90) form. In darkness form, the malgoren's statistics
Speed. 30 ft., burrow 30 ft. remain the same except for the following changes: it
can fit through a space as small a 1 inch without
squeezing, it is ephemeral and cannot carry anything,
STR DEX CON INT WIS CHA and it is immune to being grappled, knocked prone,
and restrained.
20 (+5) 12 (+1) 22 (+6) 16 (+3) 21 (+5) 16 (+3)
Sidhe Weapon: Clawed Gauntlets. As a free action on its
Saving Throws: Str +10, Con +11, Wis +10 turn, the malgoren can create a clawed gauntlet on one
Skills. Athletics +10, Perception +10, Stealth +6 or both of its hands. The gauntlets are magical
Damage Resistances. cold, fire weapons. The malgoren can only wear up to two such
Damage Immunities. lightning, psychic; bludgeoning, gauntlets at any given time, and can dismiss one or
piercing, and slashing damage from non-magical both gauntlets as a free action.
weapons Undetectable. The malgoren can’t be targeted by any
Condition Immunities. charmed, blinded, frightened, divination magic or perceived through magical scrying
petrified sensors or psionic detection, nor can its thoughts or
Senses. blindsight 60 ft., tremorsense 120 ft (blind emotions be detected. It leaves behind no traces of its
beyond this), passive Perception 20 passage and cannot be tracked.
Languages. Sylvan, Terran, Undercommon
Challenge. 13 (10,000 XP) Actions
Multiattack. The malgoren can use its Weird Presence.
Earth Glide. The malgoren can burrow through It then makes two claw attacks.
nonmagical, unworked earth and stone. While doing so,
the malgoren doesn't disturb the material it moves Claws (Humanoid Form While Wearing Gauntlets Only).
through. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 14 (2d8 + 5) piercing damage plus 11
Innate Spellcasting (Psionics). The malgoren's innate (2d10) lightning damage. If the malgoren hits the same
spellcasting ability is Wisdom (spell save DC 18, +10 target with two claw attacks in the same turn, the
to hit with spell attacks). It can innately cast the malgoren rends the flesh from its target, dealing an
following spells, requiring no components: extra 11 (2d10) slashing damage.
At will: detect thoughts, friends Weird Presence. Each creature of the malgoren's choice
3/day each: confusion, dominate person that is within 120 feet of the malgoren and aware of it
must succeed on a DC 18 Intelligence saving throw or
3/day each: dominate monster, feeblemind become frightened for 1 minute. While frightened in
Keen Hearing. The malgoren has advantage on Wisdom this way, a creature is assaulted by illusions of their
(Perception) checks that rely on hearing. deepest fears. At the end of each of the frightened
creature's turns, it must succeed on a DC 18
Magic Resistance. The malgoren has advantage on Intelligence saving throw or take 11 (2d10) psychic
saving throws against spells and other magical effects. damage. On a successful save, the effect ends for that
Psychic Defense. The malgoren's AC includes its creature. If a creature's saving throw is successful or
Wisdom modifier. the effect ends for it, the creature is immune to the
malgoren's Frightful Presence for the next 24 hours.

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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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Siabrie The Mirage Oasis


The siabrie are among the hardiest of fey. They can survive in Every siabrie resides in an oasis, which contains their
the harshest of environments on the planet. Even on worlds personal manor and residences for the various fey and bound
where the Feywild has been blasted and irreparably scarred, mortals that serve them. These oases are on average between
a siabrie can eke out a living in one of the few remaining 3-5 miles in radius and have the peculiar nature of never
pockets left drifting among the winds. These insectoid fey are appearing in the same place twice. The oasis drifts in and out
extremely protective of their desert homes, and any creatures of the Feywild, as well as across the desert in which it is
that intrude on their realms are subjected to the full force of located. Each evening as the sun sets the oasis worldfalls
the siabrie’s innate connection to the elemental forces that from the Feywild into the Prime Material Plane. Upon
comprise its desert home. When angered their skin flows like sunrise, the oasis returns to the Feywild, invisible to all in the
molten glass and their sharp, angular features become even mortal realm except as the occasional shimmering mirage
more insectoid. above the horizon.
Thri-kreen Kin. Some believe the thri-kreen dreamed the Any humanoid that is within the oasis at dawn must
siabrie up, while others claim the siabrie created the thri- succeed on a DC 19 Wisdom saving throw or become bound
kreen. Whatever the case may be, the siabrie share many to the oasis and the will of its siabrie. A bound humanoid
similarities with the thri-kreen, such as their affinity for the cannot leave the oasis without the permission of its siabrie
taste of elf flesh and their natural psionic powers. Many and must obey their commands. Only a wish spell, divine
siabrie’s homes are populated with families of thri-kreen intervention, or the permission of the siabrie breaks this
happily serving the enigmatic fey, and the siabrie is just as bond.
protective of these thri-kreen as it is its desert, watching over A siabrie can take lair actions whenever it is within its
them with a sleepless vigil. desert.
Twilight Trap. The oasis of a siabrie may very well be a Lair Actions
godsend for those lost in the desert, offering a reprieve from On initiative count 20 (losing initiative ties), the siabrie takes
thirst and hunger in the dark night. However, those who find a lair action to cause one of the following effects; the siabrie
succor in these miraculous realms would be wise to leave can't use the same effect two turns in a row. A siabrie fought
before sunrise, for those who do not risk becoming eternally inside its desert has a Challenge Rating of 18 (20,000 XP)
bound to the oasis, enslaved to the will of the siabrie who
reigns there. A 20-foot cube of air that the siabrie can see heats up. Any
creature in that area must succeed on a DC 18
Constitution saving throw or take 11 (2d10) fire damage.
Special Weapons If a creature fails the save by 5 or more it gains one level
The siabrie's sidhe weapons are a special variety of of exhaustion.
weapons used by the thri-kreen of the desert. The The siabrie taps into the elemental power of its desert to
gythka is a two-handed polearm with a blade at cast one of the following spells: wall of fire, wall of sand,
each end, and a chatkcha is a flat, triangular wedge wall of stone or wind wall. The spell does not require
with three serrated blades (a light thrown weapon). concentration and lasts until initiative count 20 of the next
round.
The siabrie summons one air elemental, earth elemental,
or fire elemental in a space it can see. The elemental has
an Intelligence of 1 (-5), rolls its own initiative, obeys the
siabrie's commands, and is immune to being charmed and
frightened. The elemental lasts for 1 hour, or until it's
reduced to 0 hit points, the siabrie dies, or the siabrie uses
this lair action again.
Regional Effects
The desert containing a siabrie's oasis is warped by its magic,
which creates one or more of the following effects:
While within its desert, the siabrie can cast control
weather at will. The spell's point of origin is always the
point outdoors closest to the center of its lair. The siabrie
doesn't need to maintain a clear path to the sky or
concentrate for the change in weather to persist.
While within its desert, the siabrie can cast scrying
without material components, targeting only an area
within its desert.
Humanoids that die from exhaustion within the siabrie's
desert may rise up as dustblights loyal to the siabrie.
If the siabrie dies, these effects disappear in 1d10 days.

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Siabrie Sidhe Shape: Dust Devil. As a bonus action, the siabrie


magically polymorphs into a dust devil, or back into its
Medium fey (sidhe, vermin), chaotic neutral
humanoid form. Any equipment it is wearing or
Armor Class. 16 (natural armor) carrying is absorbed by the new form. In dust devil
Hit Points. 152 (16d8 + 80) form, the siabrie has the statistics of an air elemental,
Speed. 30 ft, fly 60 ft. but retains its hit points, alignment, Intelligence,
Wisdom, Charisma, and damage resistances and
immunities.
STR DEX CON INT WIS CHA Sidhe Weapon: Thri-kreen Weapons. As a free action on
18 (+4) 19 (+4) 20 (+5) 16 (+3) 21 (+5) 19 (+0) its turn, the siabrie can create either one gythka or one
chatkcha in a unoccupied hand. The weapons are
Saving Throws: Dex +9, Int +8, Wis +10 magical and uses the siabrie's spellcasting modifier for
Skills. Insight +10, Nature +8, Perception +10 attack and damage rolls. The siabrie can only have up to
Damage Resistances. cold, fire one gythka and two chatkchas manifested at any given
Damage Immunities. lightning; bludgeoning, piercing, time, and can dismiss any number of weapons as a free
and slashing damage from non-magical weapons action.
Condition Immunities. charmed, frightened, petrified
Senses. blindsight 60 ft., passive Perception 20 Actions
Languages. Primordial, Sylvan, Thri-kreen,telepathy60ft. Multiattack. The siabrie makes two gythka attacks or
Challenge. 16 (15,000 XP) two chatkcha attacks

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)

Faerie Weapon. The thorn knight's longsword is a


magical weapon with the finesse property, though
in the hands of a non-fey it behaves as a non-
magical wooden shortsword.

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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Uldra Rimefire Eidolon


The rare and elusive uldra are unusual folk. They embody the When Hleid, the goddess of kind winter, was slain, her soul
rare mercies of winter, and dedicate themselves to lessening was broken into a thousand thousand pieces, which
the suffering of the cold and helping others survive the plummeted through the sky and landed on the young earth.
season in small subtle ways. They coat plants in a layer of Where these gleaming fragments of dreaming mind crashed,
frost to protect them from flash freezes and create magnificent glaciers and icebergs accrued, cradles for the
snowbanks to insulate cold animals and travelers. They pieces of the fractured goddess's psyche. These fragments
dislike being found by mortals, but those that leave them gifts grew into the rimefire eidolons, crags of glistening ice and
of hats will find their homes well guarded from both beasts crackling blue flame that totter about on spindly legs, their
and the elements, as there are few things that the uldra love senile kindness a pale echo of Hleid herself.
more than hats. An uldra facing a problem that's beyond it, Kind but Lost. A rimefire eidolon is by nature an
though, might overcome its natural shyness to approach a incomplete being, a tiny shard of a much larger entity. As a
humanoid for help. result, they are easily confused. They require the attentions of
Forgotten Queen. The uldra do not keep a written history, uldra or other kind-hearted beings to go about its daily
preferring to maintain all of their records through oral routine. A rimefire eidolon's memory is fragmented, and it
accounts. One of their oldest stories is of Hleid, their last can easily forget what it is doing in the middle of a task. They
queen, a primordial goddess of winter. The details differ from often struggle to express themselves verbally, and they are
tribe to tribe, and even from teller to teller, but they all agree prone to irrational bouts of sorrow or anger when confronted
Hleid was beautiful, powerful, and kind, a lady of mercy and with a problem. A rimefire eidolon sometimes forgets that it
protection in the otherwise cruel winter of the world. is bound to its glacier, and that it must remain there for its
However, she was slain and her spirit broken into pieces own safety. They may wander off, only to discover that they
which plummeted to the earth. The uldra have taken on no begin to die if too far from their homes.
gods since Hleid was slain, mourning her death in songs and Guardians. A rimefire eidolon is the scion of a goddess
stories and protecting those fragments of her that remain. who envisioned a different kind of winter, a kinder, gentler
winter. The eidolons still remember this, albeit in a strange
and fragmented way, and they seek to enact this beneficent
vision in the world. Their glaciers and icebergs are havens for
Uldra humanoids and beasts alike in need of shelter from the cold.
Small fey, neutral good The eidolons wander the tunnels of their homes, crafting
beautiful mansions and tiny cities for beasts that have no
Armor Class. 12 ability to appreciate the beautiful architecture.
Hit Points. 39 (6d6 + 18) Elemental Nature. A rimefire eidolon doesn't require air,
Speed. 30 ft. food, drink, or sleep.

STR DEX CON INT WIS CHA


A Rimefire Eidolon's Iceberg
A rimefire eidolon makes its home in either a glacier or an
12 (+1) 15 (+2) 17 (+3) 14 (+2) 15 (+2) 10 (+0) iceberg of its own construction, filled with myriad tunnels
carved from the living ice by the eidolon itself. These frozen
Skills. Medicine +4, Nature +4 fortresses are havens for humanoids and beasts alike, and
Damage Immunities. cold the outer caverns will often serve as temporary homes for
Senses. passive Perception 12 injured animals. A rimefire eidolon cannot travel more than 1
Languages. Auran, Gnomish, Sylvan mile beyond its lair, though, or it will sicken and die.
Challenge. ¼ (50 XP)

Animal Speakers. The uldra can speak with beasts as


if they shared a common language.

Actions
Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 3 (1d6) lightning damage

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Lair Actions Regional Effects


On initiative count 20 (losing initiative ties), the rimefire The region containing a rimefire eidolon's lair is warped by
eidolon takes a lair action to cause one of the following its fey magic, which creates one or more of the following
effects; the rimefire eidolon can't use the same effect two effects
turns in a row. A rimefire eidolon encountered inside its lair While within 1 mile of its lair, the rimefire eidolon can
has a challenge rating of 11 (7,200 XP). cast clairvoyance at will.
The rimefire eidolon casts wall of ice. It can maintain The cold is easier for non-evil creatures to survive while
concentration on this effect on subsequent rounds, but it within 1 mile of the rimefire eidolon's lair. Any Wisdom
cannot use any other lair actions while it does so. (Survival) check made by a non-avil aligned creature to
The air in the lair becomes bitterly cold. Until initiative find shelter, navigate, or otherwise survive the cold has
count 20 of the next round, non-magical flames are advantage.
extinguished. Any creature currently focusing on a spell Creatures within 1 miles of a rimefire eidolon's lair may
that produces a fire effect, such as flaming sphere, must experience unexplained moments of sadness, joy, or
make a DC 17 saving throw using their spell attack bonus, frustration. There is a general air of hopefulness, but it is
losing concentration on a failure. Any creature that a hope that is steeped in loss.
attempts to cast a spell that creates fire must first make a
DC 17 saving throw using their spell attack bonus. On a
failure, the spell fails and the spell slot is wasted.

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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Water Horses Ceffyl Dŵr


D r
A race of dangerous, horse-like fey, the water horses are all Large fey (equine), neutral evil
mischievous without fail. Some are benign, most are
malicious, and some are downright horrific. However, they all Armor Class. 14 (natural armor)
share horse-like appearances and a fondness for aquatic Hit Points. 133 (14d10 + 56)
environments. Though their false appearances are all but Speed. 60 ft., fly 60 ft. (hover), swim 40 ft.
flawless, a suspicious being can notice a tell tale indicator of
something strange, such as a bit of seaweed tangled in the
creature's hair or a whiff of salt on its breath, with a STR DEX CON INT WIS CHA
successful DC 16 Intelligence (Investigation), Intelligence 19 (+4) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 10 (+0)
(Nature), or Wisdom (Perception) check.
Damage Resistances. bludgeoning, piercing, and
Ceffyl Dŵr
D r slashing damage from non-magical weapons
Found in freshwater springs and ponds, especially in Senses. darkvision 60 ft., passive Perception 11
Languages. Aquan, Sylvan
mountainous areas, the ceffyl dŵr (pronounced kĕfl dūr) Challenge. 6 (2,300 XP)
looks like a beautiful white horse with magnificent silver
wings, deceiving all but the most canny into believing it to be Amphibious. The ceffyl dŵr can breathe both air and
a pegasus. It appears tame and unafraid, and will even permit water.
humanoids to ride it. However, when its rider least expects it,
it will transform into mist, letting the poor soul plummet to Trampling Charge. If the ceffyl dŵr moves at least
its death. 20 feet straight toward a creature and then hits it
Fey Steeds. These creatures spend most of their time in with a hooves attack on the same turn, the target
calm ponds and clear springs , floating on the surface of the must succeed on a DC 15 Strength saving throw or
water like swans. They often ally with naiads and other fey be knocked prone. If the target is prone, the ceffyl
that love these pristine locales, and will even serve as loyal dŵr can make another attack with its hooves
mounts to powerful fey in need of a flying steed. against it as a bonus action.

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

Armor Class. 13 (natural armor)


Hit Points. 45 (dd8 + 14)
Speed. 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Senses. darkvision 120 ft., passive Perception 10


Languages. Aquan, Common, Halfling, Sylvan
Challenge. 2 (450 XP)

Amphibious. The neugle can breathe both air and


water.
Shapechanger. The neugle can use its action to
polymorph into a Medium or smaller beast with a
CR of 2 or lower or back into its true form. It gains
the statistics of the new form, but it retains its hit
points, Intelligence, Wisdom, Charisma, alignment,
and ability to speak. It reverts to its true form if it
dies.

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.

Nuckelavee (4d6) acid damage. If the target is Medium or smaller,


then it is grappled (escape DC 18).
Large fey (equine), chaotic evil
Frightful Presence. Each creature of the nuckelavee's
Armor Class. 15 (natural armor) choice that is within 120 feet of the nuckelavee and
Hit Points. 190 (20d10 + 80) aware of it must succeed on a DC 14 Wisdom saving
Speed. 60 ft., swim 60 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
20 (+5) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 16 (+3) creature is immune to the nuckelavee's Frightful
Presence for the next 24 hours.
Damage Resistances. bludgeoning, piercing, and Breath of Mortasheen (Recharge 4-5). The nuckelavee
slashing damage from non-magical weapons exhales toxic vapors in a 60-foot cone. Each creature in
Damage Immunities. necrotic, poison that area must make a DC 17 Constitution saving
Condition Immunities. poisoned throw, taking 28 (8d6) poison damage and 28 (8d6)
Senses. darkvision 120 ft., passive Perception 10 necrotic damage on a failure or half as much on a
Languages. Abyssal, Aquan, Sylvan successful one. Plants and plant monsters make this
Challenge. 14 (11,500 XP) saving throw with disadvantage and take maximum
damage on a failure. Non-magical plants automatically
Amphibious. The nuckelavee can breathe both air and fail the saving throw.
water. Additionally, any creature that fails its saving throw
Stench. Any creature that starts its turn within 10 feet becomes infected with a hideous disease called
of the the nuckelavee must succeed on a DC 17 mortasheen. Symptoms manifest 1d4 hours after
Constitution saving throw or be poisoned until the infection. While infected, the creature's hit point
start of its next turn. On a successful saving throw, the maximum reduces by 1d6 every hour and it has
creature is immune to the nuckelavee's stench for 24 disadvantage on all checks, saving throws, and attack
hours. rolls that use Strength or Wisdom due to the pain. If
the creature's hit point maximum is reduced to 0 by
this effect, it dies.
Actions
Multiattack. The nuckelavee may use its Frightful The corpse of a creature killed by this attack or the
Presence. It can then make three attacks: two with its disease it causes remains contagious for 1d4 days. Any
claws and one with its hooves creature that comes within 30 feet of the dead body
must succeed on a DC 17 Constitution saving throw or
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., contract the disease.
one creature. Hit: 12 (2d6 + 5) bludgeoning damage
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Legendary Actions
one creature. Hit: 12 (2d6 + 5) slashing damage. If the The nuckelavee can take 3 legendary actions, choosing
nuckelavee successfully hits a single target with two from the options below. Only one legendary action
claw attacks in the same turn, the target is then option can be used at a time and only at the end of
grappled (escape DC 18). The nuckelavee cannot make another creature's turn. The nuckelavee regains spent
attacks with its claws while they are grappling a legendary actions at the start of its turn.
creature.
Claw. The nuckelavee makes one attack with its claws
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 14 (2d8 + 5) piercing damage plus 14 Bite. The nuckelavee makes one bite attack against a
creature that it is grappling with its claws or bite.

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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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Mob Zeitgeist The zeitgeist is composed of numerous individuals,


giving it a number of special qualities. The zeitgeist has
Huge mob of Medium and Small fey (animus, any
humanoid race), neutral advantage on saving throws against spells and other
magical effects as well as against being blinded,
Armor Class. 10 deafened, and stunned. The zeitgeist can enter another
Hit Points. 312 (25d12 + 150) creature's space and stop there, though whenever it
Speed. 30 ft. moves it creates an opportunity attack. The zeitgeist
can fit through any space a Medium humanoid can fit
through without squeezing.
STR DEX CON INT WIS CHA A creature prone in the zeitgeist's space takes 11 (2d4
19 (+4) 11 (+0) 22 (+6) 13 (+1) 20 (+5) 16 (+4) + 4) bludgeoning damage whenever it moves. A
creature attempting to move through the zeitgeist
Saving Throws: Str +11, Wis +12, Cha +10 must make a DC 19 Athletics check. On a success, the
Skills. Perception +12 creature moves through the zeitgeist as if it were
Damage Resistances. acid, cold, fire, lightning, thunder difficult terrain.
Damage Immunities. poison; bludgeoning, piercing, and Streetwise. The zeitgeist knows the exact location of
slashing damage from non-magical weapons any creature inside its city within 120 feet of it.
Condition Immunities. exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Actions
Senses. darkvision 120 ft., blindsight 60 ft., passive
Perception 22 Multiattack. The zeitgeist makes one slame attack
Languages. the primary language of its city, typically against each creature in its space.
Common Slam. Melee Weapon Attack: + 11to hit, reach 0 ft., one
Challenge. 21 (33,000 XP) creature in the zeitgeist's space. Hit: 14 (3d6 + 4)
bludgeoning damage and the target is grappled (escape
Citybound. The zeitgeist cannot leave the city to which DC 19).
it is bound.
Empowered Strikes. The zeitgeist's weapon attacks
Legendary Actions
count as magical for the purpose of overcoming The zeitgeist can take 3 legendary actions, choosing
damage reduction. from the options below. Only one legendary action
option can be used at a time and only at the end of
Innate Spellcasting. The zeitgeist's innate spellcasting another creature's turn. The zeitgeist regains spent
ability is Charisma (spell save DC 18, +10 to hit with legendary actions at the start of its turn.
spell attacks). It can innately cast the following spells,
requiring no material components: Attack. The zeitgeist makes one slam attack.
At will: call lightning, calm emotions, confusion, Trample. One creature grappled by the zeitgeist must
contagion, fear, fog cloud, pyrotechnics, stinking cloud, succeed on a DC 19 Strength saving throw or be
stone shape, wall of stone, zone of truth knocked prone and take 11 (3d4 + 4) bludgeoning
Legendary Resistance (3/Day). If the zeitgeist fails a damage. In order to end the prone condition the
saving throw, it can choose to succeed instead creature must use its action to make a successful DC
19 Athletics check.
Mob Traits. The zeitgeist is a fey spirit inhabiting a mob
of humanoids. While the zeitgeist possesses the mob, Manifestation (Costs 3 Actions). The zeitgeist abandons
the individual members of the mob count as fey and its current form and takes on either a structural or a
are immune to effects that target humanoids, such as smoke manifestation, appearing in a space within 30
hold person. Mental effects such as dominate monster feet of it provided that there is enough relevant
target the zeitgeist rather than a specific individual in material for it to take on its new form. Its current hit
the mob. A creature is released from the zeitgeist if it points and number of expended uses of Legendary
moves more than 30 feet away from it. Resistance remain the same, and it does not lose the
charmed or frightened conditions if it currently is
afflicted by them.

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Smoke Zeitgeist Streetwise. The zeitgeist knows the exact location of


any creature inside its city within 120 feet of it.
Huge fey (animus), neutral

Armor Class. 15 Actions


Hit Points. 312 (25d12 + 150) Multiattack. The zeitgeist makes two slam attacks.
Speed. 0 ft., fly 90 ft. (hover)
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one
creature. Hit: 12 (2d6 + 5) bludgeoning damage plus 9
STR DEX CON INT WIS CHA (2d8) fire damage
16 (+3) 20 (+5) 22 (+6) 13 (+1) 20 (+5) 16 (+4) Poison Breath (Recharge 5-6). The zeitgeist exhales
poisonous gas in a 30-foot cone. Each creature in that
Saving Throws: Dex +12, Wis +12, Cha +10 area must make a DC 21 Constitution saving throw,
Skills. Perception +12 taking 42 (12d6) poison damage on a failed save, or
Damage Resistances. thunder half as much damage on a successful one. Each
Damage Immunities. fire, poison; bludgeoning, piercing, creature that fails its Constitution saving throw also
and slashing damage from non-magical weapons spends its action on its next turn turn retching and
Condition Immunities. exhaustion, grappled, paralyzed, reeling.
petrified, poisoned, prone, restrained, unconscious
Senses. darkvision 120 ft., blindsight 60 ft., passive Legendary Actions
Perception 22 The zeitgeist can take 3 legendary actions, choosing
Languages. the primary language of its city, typically from the options below. Only one legendary action
Common option can be used at a time and only at the end of
Challenge. 21 (33,000 XP) another creature's turn. The zeitgeist regains spent
legendary actions at the start of its turn.
Citybound. The zeitgeist cannot leave the city to which
it is bound. Attack. The zeitgeist makes one slam attack.

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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Structural Zeitgeist At will: call lightning, calm emotions, confusion,


contagion, fear, fog cloud, pyrotechnics, stinking cloud,
Huge fey (animus), neutral
stone shape, wall of stone, zone of truth
Armor Class. 15 (natural armor) Legendary Resistance (3/Day). If the zeitgeist fails a
Hit Points. 312 (25d12 + 150) saving throw, it can choose to succeed instead
Speed. 30 ft., burrow 30 ft. (only worked material)
Streetwise. The zeitgeist knows the exact location of
any creature inside its city within 120 feet of it.
STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 23 (+6) 13 (+1) 20 (+5) 16 (+4)
Actions
Multiattack. The zeitgeist makes two slam attacks.
Saving Throws: Str +13, Wis +12, Cha +10 Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Skills. Perception +12 creature. Hit: 16 (3d6 + 6) bludgeoning damage.
Damage Resistances.
Damage Immunities. bludgeoning, piercing, and
slashing damage from non-magical weapons
Legendary Actions
Condition Immunities. exhaustion, grappled, paralyzed, The zeitgeist can take 3 legendary actions, choosing
petrified, poisoned, prone, restrained, unconscious from the options below. Only one legendary action
Senses. darkvision 120 ft., blindsight 60 ft., passive option can be used at a time and only at the end of
Perception 22 another creature's turn. The zeitgeist regains spent
Languages. the primary language of its city, typically legendary actions at the start of its turn.
Common
Challenge. 21 (33,000 XP) Attack. The zeitgeist makes one slam attack.
Walls and Alleys (Costs 2 Actions). The zeitgeist casts
Architectural Glide. The zeitgeist can burrow through wall of stone up to three times. The walls created by
worked earth, stone, wood, and metal. While doing so, this effect do not require concentration and disappear
the zeitgeist doesn't disturb the material it moves at the next time the zeitgeist uses this Legendary
through Action.
Manifestation (Costs 3 Actions). The zeitgeist abandons
Citybound. The zeitgeist cannot leave the city to which
its current form and takes on either a mob or a smoke
it is bound.
manifestation, appearing in a space within 30 feet of it
Empowered Strikes. The zeitgeist's weapon attacks provided that there is enough relevant material for it to
count as magical for the purpose of overcoming take on its new form. Its current hit points and number
damage reduction. of expended uses of Legendary Resistance remain the
Innate Spellcasting. The zeitgeist's innate spellcasting same, and it does not lose the charmed or frightened
ability is Charisma (spell save DC 18, +10 to hit with conditions if it currently is afflicted by them.
spell attacks). It can innately cast the following spells,
requiring no material components:

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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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The Malachite Palace Cowan the Rake


The Malachite Palace is a beautiful construction of dark This shay is a scoundrel. He effortlessly seduces men and
green stone, at once both sinister and lovely. It is nestled women all across Ravenloft, entrapping their hearts with
within the dark forests of the Shadow Rift, dimly lit by the songs of passion, leading them through a whirlwind evening
ghost lights of will o' wisps and phantom flames. It is romance. However, when morning comes, he is gone, leaving
shadowy and peaceful within, and its halls are walked by his lovers empty and alone. These poor, unfortunate souls are
reverent Arak and wandering spirits. doomed to waste away, their hearts still belonging to Cowan.
Eventually their love turns to bitterness and they transform
into harpies, doomed to plague their homes and roam the
Lair Actions skies, ever searching for their wayward love.
On initiative count 20 (losing initiative ties), either Loht or
Maeve takes a lair action to cause one of the following effects; Duana the Wise
only one of the two can use a lair action each round and the Duana is among the wisest of the sith. She travels the dark
same effect can't be used two turns in a row paths of Ravenloft with her retinue searching for a means by
Loht or Maeve teleports to a location within 60 feet of which she can heal her lord Loht's grievous wounds. She
themselves, provided that both their current location and possesses an understanding of the dark paths of necromancy
their target location is in dim light or darkness. They do to rival that of the greatest wizards of Thay, and her sithkin
not need to be able to see the target location. servants enable her to craft many strange and sinister
Loht or Maeve casts dispel magic on one magical effect magical wonders and devices. Her greatest obsession,
producing light within their lair, including fire, using their however, is Count Strahd himself. Duana craves to
own spell attack modifier. Alternatively, they can understand the curse that binds him so fitfully to his
extinguish all non-magical light sources within a room. existence.
Duana has gathered her retinue of advisers from all across
The Erl Court the Domains of Dread.They accompany her through her
The Erl Court is the fey court of Ravenloft. Ruled over by the wanderings in Ravenlost, riding astride warhorse skeletons
twin Heirs of the Erlking, this court is the most insular of the and advising her on the ways of undeath. When they travel,
fey courts, owing largely to its isolation within the near they travel at night, a sinister party winding slowly through
inescapable Demiplane of Dread. the mists of Ravenloft, illuminated by the pale ghost lights of
The Erl Tuatha. The agents of Loht and Maeve are wily, will o wisps.
powerful, and perilous. They roam the domains of dread, Marya was once a kind woman who worked as a healer for
searching for the perfect humanoids to transform into their the people of Barovia. However, there was only so much she
undying servants and pursuing the inscrutable whims of Loht could do, and the grief of so many lives lost weighed heavily
and Maeve. on her soul. When she died, her soul was bound to the earth
as a ghost, doomed to linger in Barovia until she found a way
Aamor the Joyous to save more lives. Duana found her and bound her to her
This alven roams the domains of dread with her retinue of services with the promise of helping save the king of the
fellow alven in search of new flowers and trees to add to the Arak, and now Marya is Duana's most trusted adviser.
Shadow Rift. When she finds one, she grafts a sample of the Aja is a nothic. Though he was once a wizard who pursued
plant to her treant, a kindly soul named Ubhal who loyally lichdom, he is now but a shell of his former self. Duana finds
serves Aamor, bearing each foreign branch as a badge of his fragmented ramblings fascinating, and hopes to
honor. understand the secrets of madness and the wisdom of
Aamor is mischievous and playful. She and her retinue despair by listening to his words.
roam across Ravenloft during the evening, playing small Ephraim is a bodak that Duana took an interest in, binding
pranks on the dull and leaving esoteric gifts for the clever. him with a mask to restrain his horrific gaze and aura of
However, if they witness a humanoid unjustly injuring annihilation. He does not serve Duana willingly, being loyal
plantlife, they become vengeful and will enact a fitting only to Orcus, but Duana values the counsel of his hateful
punishment. Aamor and her retinue form an alvenbloom whispers, learning more from his blasphemous tongue than
garden that has the additional 1/day each spells in its Innate Ephraim intends to divulge.
Spellcasting: flesh to stone.

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Loht Shared Soul. Loht and Maeve's souls are inexorably


bound. When either one gains or loses hit points, the
Medium fey (sidhe), lawful evil
other gains or loses the same amount of hit points.
Armor Class. 15 (black mythril chain shirt) When a spell is cast on one of them, it effects them
Hit Points. 112 (15d8 + 45) both. If one of them has a status condition, then they
Speed. 30 ft. both have it, and if one loses the status condition, the
other does too. They act on the same initiative. If
encountered together, Loht and Maeve have a
STR DEX CON INT WIS CHA combined CR of 20 (25,000 XP)
13 (+1) 16 (+3) 17 (+3) 22 (+6) 23 (+6) 20 (+5) Sunlight Hypersensitivity. Loht takes 5 radiant damage
when he starts his turn in bright sunlight. While in
Saving Throws: Int +11, Wis +11, Cha +10 sunlight, he has disadvantage on attack rolls and ability
Skills. Arcana +11, Deception +10, Investigation +11, checks.
Perception +11, Persuasion +10, Stealth +8 Sidhe Weapon: The Sword of Arak. The Sword of Arak is
Damage Immunities. cold, necrotic a magical +3 longsword made of black mythril
Damage Immunities. fire, lightning; bludgeoning, (bonuses are already included in the attack). Loht
piercing, and slashing damage from non-magical makes attacks with it with his spellcasting attack
weapons that aren't silvered modifier and can use an action to cast the following
Condition Immunities. charmed, frightened, petrified spells once per day each without components while
Senses. darkvision 120 ft., passive Perception 21 wielding it (spell save DC 18, +10 to hit with spell
Languages. Arak attacks): conjure animals (5th level), dominate person,
Challenge. 16 (15,000 XP) globe of invulnerability, heal, otto's irresistible dance,
phantasmal killer, raise dead, transport via plants, true
Eyes of Shadow. When a creature that can see Loht's seeing. The sword deals 3d6 extra slashing damage
eyes starts its turn within 60 feet of him, Loht can against fiends.
force it to make a DC 18 Charisma saving throw if
Loht's is neither incapacitated nor in bright sunlight Actions
and can see the creature. The creature has advantage
on the saving throw if it is in bright sunlight. If the Multiattack. Loht makes two Sword of Arak attacks
saving throw fails, the target is subjected to one of the Sword of Arak (Longsword). Melee Weapon Attack: +13
following effects: to hit, reach 5 ft., one creature. Hit: 12 (1d8 + 8)
Rounded with Sleep (Recharge 3-4). The target is slashing damage or 13 (1d10 + 8) slashing damage if
rendered unconscious for 1 minute or until it takes used with two hands to make a melee attack, plus 7
damage. While unconscious it has strange dreams. (2d6) lightning damage. On a critical hit, the sword
Evil Eye (Recharge 5-6). The target is under the deals an additional 14 necrotic damage and inflicts a
effects of bestow curse for 1 minute, requiring no random Lingering Injury.
concentration from Loht.
All Things Die. The target is beset by awareness of its Legendary Actions
own mortality and is incapacitated until the start of Loht and Maeve can take 3 legendary actions, choosing
its next turn. from the options below and drawing from the same
Terror of the Grave. The target is frightened until the pool of available actions. Only one legendary action
start of its next turn. While frightened in this way, option can be used at a time and only at the end of
the target cannot recover hit points. another creature's turn. Loht and Maeve regain spent
Creeping Death. The target is poisoned until the start legendary actions at the start of their turn.
of its next turn. While poisoned in this way, the
target has vulnerability to psychic damage. Attack. Loht makes one attack with the Sword of Arak.
Constant Companion. Loht has advantage on all Stunning Glare (Costs 2 Actions). Loht targets one
Charisma skill checks against the target until the creature he can see within 30 ft. of him. If the target
start of the target's next turn. can see Loht, it must succeed on a DC 18 Wisdom
Unless the target is surprised, the target can avert its saving throw against this magic or be stunned until the
eyes and avoid making the initial saving throw. Until end of its next turn.
the start of its next turn, a creature that averts its eyes Agony of Living (Costs 3 Actions). Loht imposes his pain
has disadvantage on Attack rolls against the sith. onto the mind of a creature that he can see within 30
feet of him. If the target can see Loht, it must make a
Legendary Resistance (3/Day). If Loht fails a saving DC 18 Wisdom saving throw, taking 13 (3d8) psychic
throw, he can choose to succeed instead damage on a failure or half as much on a success. On a
Magic Resistance. Loht has advantage on saving throws failure the target is also stunned until the end of its
against spells and other magical effects. next turn.

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Maeve Sidhe Shape: Nightingale. As a bonus action, Maeve


magically polymorphs into a nightingale, or back into
Medium fey (sidhe), neutral
her humanoid form. Any equipment she is wearing or
Armor Class. 19 carrying is absorbed by the new form. In nightingale
Hit Points. 112 (15d8 + 45) form, Maeve gains the statistics of a raven, but retains
Speed. 30 ft. her hit points, alignment, Intelligence, Wisdom,
Charisma, and damage resistances and immunities.
Sidhe Weapon: Harp. As a free action on its turn, Maeve
STR DEX CON INT WIS CHA can create a harp in an unoccupied hand. While playing
13 (+1) 16 (+3) 17 (+3) 23 (+6) 22 (+6) 23 (+6) the harp, any creature within 120 feet of Maeve that
can hear her has disadvantage on saving throws against
Saving Throws: Int +11, Wis +11, Cha +11 spells and magical effects created by Maeve or Loht,
Skills. Arcana +11, Deception +11, History +11, Insight and Maeve can cast spells without needing somatic
+11, Investigation +11, Perception +11, components. Maeve can only have one such
Performance +16, Persuasion + 11 instrument at any given time, and can dismiss it as a
Damage Immunities. fire; bludgeoning, piercing, and free action.
slashing damage from non-magical weapons Unearthly Grace. Maeve adds her Charisma modifier to
Condition Immunities. frightened her AC.
Senses. darkvision 120 ft., passive Perception 21
Languages. Arak Actions
Challenge. 13 (10,000 XP)
Multiattack. Maeve makes two rapier attacks. She can
cast true strike in place of one rapier attack.
Innate Spellcasting. Maeve's innate spellcasting ability is
Charisma (spell save DC 19, +11 to hit with spell Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft.,
attacks). She can innately cast the following spells, one creature. Hit: 9 (1d8 + 5) piercing damage
requiring no material components:
Arrows of Keening (Longbow). Ranged Weapon Attack:
At will: charm person, comprehend languages, detect +10 to hit, range 150/600 ft., one creature. Hit: 9
magic, detect thoughts, enthrall, dissonant whispers, (1d8 + 5) piercing damage. When fired, each
misty step, suggestion, tongues (self only), true strike humanoid or beast that is within 120 feet of the target
and can hear the shriek of the arrows must succeed on
3/day each: darkness, dispel magic, dream, geas a DC 19 Wisdom saving throw or become frightened
1/day each: greater restoration, legend lore, scrying for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on a
Legendary Resistance (3/Day). If Maeve fails a saving success. If a creature's saving throw is successful or
throw, she can choose to succeed instead the effect ends for it, the creature is immune to the
Magic Resistance. Maeve has advantage on saving Arrows of Keening for the next 24 hours.
throws against spells and other magical effects.
Royal Arak Weapons. Maeve's weapons are +2 magical
Legendary Actions
weapons made of black mythril (bonuses are already Loht and Maeve can take 3 legendary actions, choosing
included in the attack). from the options below and drawing from the same
pool of available actions. Only one legendary action
Shared Soul. Loht and Maeve's souls are inexorably option can be used at a time and only at the end of
bound. When either one gains or loses hit points, the another creature's turn. Loht and Maeve regain spent
other gains or loses the same amount of hit points. legendary actions at the start of their turn.
When a spell is cast on one of them, it effects them
both. If one of them has a status condition, then they Voice in the Shadows. Maeve casts dissonant whispers.
both have it, and if one loses the status condition, the Fey Step. Maeve casts misty step.
other does too. They act on the same initiative.
Heal Self (Costs 2 Actions). Maeve magically regains 19
Sunlight Hypersensitivity. Maeve takes 5 radiant damage (3d8 + 6) hit points
when she starts her turn in bright sunlight. While in
sunlight, she has disadvantage on attack rolls and
ability checks.

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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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Morwel True Glory. While wearing her mantle of stars, Morwel’s


True Glory is concealed. She can remove this mantle as
Medium celestial (sidhe), chaotic good
a free action on her turn. Any humanoid or fiend that
Armor Class. 20 starts its turn within 60 feet of Morwel and can see
Hit Points. 142 (19d8 + 57) Morwel while her mantle of stars is off must make a DC
Speed. 35 ft., swim 40 ft. 24 Constitution saving throw. If a creature fails the
saving throw, it become blinded until cured with
greater restoration. Additionally, if a creature fails its
STR DEX CON INT WIS CHA saving throw when it has 100 hit points or less, the
creature immediately drops to 0 hit points. If a
16 (+3) 16 (+3) 17 (+3) 22 (+6) 23 (+7) 24 (+7) creature’s saving throw is successful, the creature is
immune to Morwel’s True Glory for the next 24 hours.
Saving Throws: Dex +10, Wis +14, Cha +14
Skills. Insight +14, Medicine +14, Perception +14, Unless the target is surprised or the revelation of
Performance +14 Morwel’s true glory is sudden, the target can avert its
Damage Resistances. cold, fire, radiant eyes and avoid making the initial saving throw. Until
Damage Immunities. lightning, necrotic; bludgeoning, the start of its next turn, a creature that averts its eyes
piercing, and slashing damage from non-magical has disadvantage on attack rolls against Morwel.
weapons Unearthly Grace. The AC of Morwel includes her
Condition Immunities. charmed, frightened Charisma bonus.
Senses. truesight 120 ft., passive Perception 24
Languages. all, telepathy 60 ft. Actions
Challenge. 22 (41,000 XP)
Multiattack. Morwel makes three attacks with either her
Rapier or Chromatic Ray.
Innate Spellcasting. Morwel's innate spellcasting ability
is Charisma (spell save DC 22, +14 to hit with spell Àréalta (Rapier, Humanoid Form Only). Melee Spell
attacks). She can innately cast the following spells, Attack: +14 to hit, reach 5 ft., one creature. Hit: 13
requiring no material components: (1d8 + 9) radiant damage plus 9 (2d8) acid, cold, fire,
lightning, or thunder damage (Morwel’s choice).
At will: detect evil and good, detect magic, dispel evil
and good, greater restoration, water breathing, water Chromatic Ray. Ranged Spell Attack: +14 to hit, range
walk (self only) 60 ft., one creature. Hit: 18 (4d8) acid, cold, fire,
lightning, radiant, or thunder damage (Morwel’s
3/day each: dispel magic, mass healing word (as a 5th- choice).
level spell), power word heal, tongues
Teleport. Morwel teleports to an unoccupied space that
1/day each: beacon of hope, mass heal, prismatic ray she can see within 60 feet.
Legendary Resistance (5/Day). If Morwel fails a saving
throw, she can choose to succeed instead. If Morwel is Reactions
removed from Tír Naofa, she can only use this feature Arcane Parry. If Morwel succeeds on a saving throw
3 times per day, reducing her CR to 20 (25,000 XP). versus a spell, the spell targeting her fails and the spell
Magic Resistance. Morwel has advantage on saving slot used to cast it is wasted. If she is targeted by a
throws against spells and other magical effects. spell with an attack roll, she can add 5 to her AC after
seeing the attack result. Morwel can only utilize this
Sidhe Shape: Rainbow Light. As a bonus action, Morwel ability if she is wielding her sidhe weapon.
transforms into a Medium orb of scintillating colors or
back into her humanoid form. All equipment that she is
wearing or carrying merges into this form. In light form, Legendary Actions
Morwel's statistics remain the same except for the Morwel can take 3 legendary actions, choosing from
following changes: she has a flying speed of 60 feet, the options below. Only one legendary action option
she is ephemeral and cannot carry anything, and she is can be used at a time and only at the end of another
immune to being grappled, knocked prone, and creature's turn. Morwel regains spent legendary actions
restrained. at the start of her turn.
Sidhe Weapon: Àréalta. As a free action on her turn, Attack. Morwel makes one attack with Àréalta
Morwel can create a radiant rapier in a unoccupied
hand. The sword uses Morwel's spellcasting modifier Astral Shield. Morwel creates a shimmering, opalescent
for attack and damage rolls and produces bright light in field of magical light around herself or another creature
a 15-foot radius and dim light for an additional 15 feet. that she can see within 60 feet of her. The target gains
Morwel can only have one such weapon at any given a +2 bonus to AC until the end of Morwel's next turn.
time, and can dismiss it as a free action. Magic (Costs 2 Actions). Morwel casts a spell from her
Innate Spellcasting feature, choosing from only her at
will and 3/day options.

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Faerinaal Sidhe Weapon: Aheagna. As a free action on his turn,


Faerinaal can create a radiant rapier in an unoccupied
Medium celestial (sidhe), neutral good
hand. The sword uses Faerinaal’s spellcasting modifier
Armor Class. 19 for attack and damage rolls and produces bright light in
Hit Points. 153 (18d8 + 72) a 15-foot radius and dim light for an additional 15 feet.
Speed. 40 ft, swim 30 ft Faerinaal can only have one such weapon at any given
time, and can dismiss the weapon as a free action.
Spellcasting. Faerinaal is an 20th level spellcaster. His
STR DEX CON INT WIS CHA spellcasting ability is Intelligence (spell save DC 22,
16 (+3) 19 (+4) 18 (+4) 24 (+7) 18 (+4) 21 (+ 5) +14 to hit with spell attacks). Faerinaal has the
following wizard spells prepared, and can cast them
Saving Throws: Dex +10, Int +11, Wis +10, Cha +11 without material components so long as he wielding
Skills. Arcana +13, Deception +11, Intimidation +11, Aheagna:
Perception +10, Performance +11, Persuasion +11 cantrips: mage hand, mending, message, ray of frost,
Damage Resistances. cold, fire shocking grasp
Damage Immunities. lightning; bludgeoning, piercing,
and slashing damage from non-magical weapons 1st level (4 slots): magic missile, shield, sleep, witch
Condition Immunities. charmed, frightened, petrified bolt
Senses. truesight 120 ft, passive Perception 20 2nd level (3 slots): knock, locate object, shatter
Languages. all, telepathy 120 ft.
3rd level (3 slots): fireball, remove curse, slow
Challenge. 21 (33,000 XP)
4th level (3 slots): confusion, dimension door, locate
Glamour. Any humanoid that its turn within 30 feet of creature
Faerinaal and can see Faerinaal's true form must make a 5th level (3 slots): cone of cold, passwall, telekinesis
DC 20 Wisdom saving throw. On a failed save, the
creature is charmed by Faerinaal for as long as it can 6th level (2 slot): flesh to stone, sunbeam
see Faerinaal. A creature can repeat the saving throw at 7th level (2 slot): plane shift, prismatic spray
the end of each of its turns, with disadvantage if
Faerinaal is within line of sight, ending the effect on 8th level (1 slot): sunburst/telepathy
itself on a success. If a creature's saving throw is 9th level (1 slot): prismatic wall
successful or the effect ends for it, the creature is
immune to Faerinaal's Glamour for the next 24 hours. Unearthly Grace. The AC of Faerinaal includes his
Charisma bonus.
Unless the target is surprised or the revelation of
Faerinaal's true form is sudden, the target can avert its Actions
eyes and avoid making the initial saving throw. Until Multiattack. Faerinaal makes two attacks with Aheagna.
the start of its next turn, a creature that averts its eyes
has disadvantage on Attack rolls against Faerinaal. Aheagna (Rapier). Melee Weapon Attack: +13 to hit,
Magic Resistance. Faerinaal has advantage on saving reach 5 ft., one creature. Hit: 11 (1d8 + 7) radiant plus
throws against spells and other magical effects. 9 (2d8) lightning damage.
Innate Spellcasting. Faerinaal's innate spellcasting ability Dancing Sword. Faerinaal releases Aheagna to hover
is Charisma (spell save DC 20, +12 to hit with spell magically in an unoccupied space within 5 ft. of him. If
attacks). He can innately cast the following spells, Faerinaal can see the sword, Faerinaal can mentally
requiring no material components: command it as a bonus action to fly up to 50 ft. and
either make one attack against a target or return to his
At will: calm emotions, detect magic, detect thoughts, hands. If the hovering sword is targeted by any effect,
disguise self, greater invisibility (self only), guiding bolt Faerinaal is considered to be holding it.
3/day each: darkness, dispel magic, faerie fire,
moonbeam Legendary Actions
1/day each: chain lightning, teleport Faerinaal can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Legendary Resistance (3/Day). If Faerinaal fails a saving can be used at a time and only at the end of another
throw, he can choose to succeed instead creature's turn. Faerinaal regains spent legendary
Sidhe Shape: Faerie-light. As a bonus action, Faerinaal actions at the start of his turn.
transforms into a Medium orb of faerie-light or back
Faerie Blade. Faerinaal uses his Dancing Sword action.
into his humanoid form. All equipment that he is
wearing or carrying merge into this form. In light form, Gaze (Recharge 6). Faerinaal targets one creature
Faerinaal's statistics remain the same except for the charmed by it within 60 feet of it. If the target can see
following changes: he has a flying speed of 60 feet, he Faerinaal, it must succeed on a DC 20 Charisma saving
is ephemeral and cannot carry anything, he produces throw against this magic or drop to 0 hit points
bright illumination out to 30 feet and dim illumination Moonlight (Costs 2 Actions). Faerinaal casts guiding bolt
out to an additional 30 feet, and he is immune to being or moonbeam.
grappled, knocked prone, and restrained.

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Gwynharwyf Unearthly Grace. The AC of Gwynharwyf includes his


Charisma bonus.
Medium celestial (sidhe), chaotic good

Armor Class. 20 Actions


Hit Points. 161 (17d8 + 85) Multiattack. Gwynharwyf makes two scimitar attacks.
Speed. 40 ft, fly 40 ft. (hover)
Afraoch (Scimitar, Humanoid form only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (1d6
STR DEX CON INT WIS CHA + 8) slashing damage plus 3 (1d6) lightning damage. If
18 (+4) 20 (+5) 20 (+5) 10 (+0) 16 (+3) 20 (+5) the target has at least one head and Gwynharwyf rolled
a 20 on the attack roll, the target is decapitated and
dies if it can’t survive without the head. A target is
Saving Throws: Str +10, Dex +11, Cha +11 immune to this effect if it takes none of the damage,
Skills. Acrobatics +11, Athletics +10 has legendary actions, or is Huge or larger. Such a
Damage Resistances. cold, fire, thunder creature takes an extra 6d8 slashing damage from the
Damage Immunities. lightning; bludgeoning, piercing, hit.
and slashing damage from non-magical weapons
Condition Immunities. charmed, frightened, petrified Whirlwind (Sidhe Form only, Recharge 4-6). Each
Senses. darkvision 60 ft. passive Perception 13 creature in Gwynharwyf ‘s space must make a DC 18
Languages. Celestial, Elvish, Primordial, Sylvan Strength saving throw. On a failure, a target is either
Challenge. 20 (25,000 XP) restrained or thrown by Gwynharwyf.
A creature can use its action to free a creature
Innate Spellcasting. Gwynharwyf's innate spellcasting restrained by Gwynharwyf, including itself, by
ability is Charisma (spell save DC 19, +11 to hit with succeeding on a DC 18 Strength check. If the check
spell attacks). She can innately cast the following succeeds, the creature is no longer restrained and
spells, requiring no material components: moves to the nearest space outside the whirlwind.
At will: beacon of hope, blur, crusader’s mantle, gust of A creature thrown by Gwynharwyf takes 17 (3d8 + 4)
wind, lightning bolt, witch bolt bludgeoning damage and is flung up 50 feet away from
her in a direction of her choice and knocked prone. If a
3/day each: destructive wave, fly, phantasmal force thrown target strikes an object, such as a wall or floor,
1/day each: charm person, control weather, major the target takes 3 (1d6) bludgeoning damage for every
image, mirror image 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 18
Legendary Resistance (3/Day). If Gwynharwyf fails a Dexterity saving throw or take the same damage and
saving throw, she can choose to succeed instead be knocked prone. If the saving throw is successful, the
Magic Resistance. Gwynharwyf has advantage on saving target takes half the bludgeoning damage and isn’t
throws against spells and other magical effects. flung away or knocked prone.
Reckless. At the start of her turn, Gwynharwyf can gain
advantage on all melee weapon attack rolls during that
Reactions
turn, but attack rolls against her have advantage until Answering Strike. When Gwynharwyf takes damage
the start of her next turn. from an attack or spell, she makes one Afraoch attack
with advantage against any creature within reach. If she
Sidhe Shape: Glittering Whirlwind. As a bonus action, is wielding two Swords of the Fury, she can take this
Gwynharwyf magically polymorphs into 20-foot tall, 5- reaction twice in one round.
foot radius whirlwind of glittering snow or back into
her humanoid form. Any equipment she is wearing or
carrying is absorbed or borne by the new form Legendary Actions
(Gwynharwyf's choice). In whirlwind form, Gwynharwyf can take 3 legendary actions, choosing
Gwynharwyf’s statistics remain the same except for the from the options below. Only one legendary action
following changes: she has a flying speed of 120 feet option can be used at a time and only at the end of
and she is immune to being grappled, knocked prone, another creature's turn. Gwynharwyf regains spent
and restrained. legendary actions at the start of her turn.
Sidhe Weapon: Afraoch. As a free action on her turn,
Whilrling Fury. Gwynharwyf uses her Multiattack action.
Gwynharwyf can create a scimitar in each unoccupied
hand. The scimitars are magical weapons and use Swift Wind (Costs 2 Actions). Gwynharwyf assumes her
Gwynharwyf's spellcasting modifier for attack and sidhe shape and then moves up to 60 feet.
damage rolls. Gwynharwyf can only have up to two
scimitars conjured at any given time, and can dismiss
one or both as a free action.

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The Grieving Palace


Selephra, the Bramble Though it appears as nothing more than a decrepit cottage,
Queen this is the Grieving Palace, home of Selephra, the Bramble
Queen. The Grieving Palace is not a real place in the most
Once Selephra was beautiful and kind, the princess of a literal sense of the word. Rather, it is a state of mind built of
powerful eladrin nation who would dance among the fields of brick and mortar. When a humanoid experiences betrayal
flowers that she so loved. Joyous and merry, she was beloved and heartbreak, a Grieving Palace begins to form on the
by her people and her fiancé, a handsome and vigorous elven corresponding spot on the Feywild of that humanoid's home.
prince of unsurpassed skill as a warrior. However, her Should that person's heartbreak continue to grow into
happiness was marred when he was called off to war with a bitterness, the Grieving Palace will grow as well, until it
neighboring kingdom. engulfs the true home of the mourner, occupying the same
He never returned. spot on both planes. Green hags, wicked dryads, and cruel
In her sorrow, she had a cottage built on the border of her sprites flock to a Grieving Palace, called by the bitterness of
kingdom and the kingdom that had claimed her love, so that Selephra. Eventually, the mourner is transformed into a fey
she could watch the road for her love. She waited there for and their home fades away, leaving only an empty husk of a
years, her joy and flesh withering, her dreams tangling amid home forever touched by the Bramble Queen's caress.
the briars of her grief, until she could not bear it any longer.
She walked down the road, and none dared stop her as she Lair Actions
stormed the castle at the end of the path, so great was her On initiative count 20 (losing initiative ties), Selephra takes a
fury and desire to rescue her love. However, when she lair action to cause one of the following effects; Selephra
reached his chamber, she discovered him in the bed of can't use the same effect two turns in a row
another.
In her rage, she called down a terrible curse upon herself Up to three creatures of Selephra's choice that she can
and both kingdoms. The castle was strangled by thorny vines, see within her lair must each succeed on a DC 19
and all within were torn apart slowly, though none suffered Charisma saving throw or be assaulted by visions of loss
more than the man who broke her heart. Some even say that and bitterness. Whenever a target that fails this saving
he and his lover are still alive today, trapped within the depths throw makes an attack roll or a saving throw, the target
of their castle as their flesh is slowly pulled from their bones, must roll a d4 and subtract the number rolled from the
and that Selephra visits them from time to time to exact new attack roll or saving throw. This effect lasts until initiative
tortures on them. count 20 of the following round.
The Grieving Palace. Her heart broken and her limbs Selephra creates a 10-foot high, 10-foot wide, 5-foot thick
coated in blood, Selephra returned to the cottage that she wall of razorvine in an unoccupied space that she can see
spent so many years waiting in, and her bitter vengeance within her lair. The wall has AC 11, 25 hit points, and
followed her. Neither kingdom now stands, only tangled immunity to bludgeoning, piercing, and psychic damage.
forests of thorns fraught with vengeful wraiths, weeping When a creature comes into direct contact with the wall
ghosts, and cruel fey. She resides in that cottage still, calling or attempts to make a melee attack against the wall, it
it her Grieving Palace, and she is served by fawning sprites must succeed on a DC 10 Dexterity saving throw or take 5
and doting hags. Guests in this morose place are served (1d10) slashing damage.
muddy tea from cracked glasses and moldy food on filthy Selephra switch places with one creature of Medium or
plates. Those who comment on the squalor are tortured in Small size loyal to her. Any conditions that Selephra is
horrible ways. suffering from are transferred over to the creature whose
Queen of Fury. Though Selephra is still beautiful, it is a place she switched with.
sickly and terrible beauty. The curse that she called down
upon herself transformed her flesh, piercing it with thorny Regional Effects
vines that trail sensuously from her arms. Her arms are pallid The region within 5 miles of a grieving palace is warped by
and frail looking, though they are as strong as tree limbs. She Selephra's magic, which creates one or more of the following
watches her guests with dark, cruel eyes, disguising her effects:
mutilated appearance with shrouds of illusion to lure her Roses, brambles, burs, razorvine, and other thorny plants
victims into a false sense of security. grow in thick clumps near a Grieving Palace. These plants
Selephra hates all the world, including herself, but she create areas of difficult terrain that damage creatures that
especially despises falsehood and betrayal. Anyone who she attempt to move through it.
deems guilty of deceit, faithlessness, or disloyalty will If it is summer, the area surrounding a Grieving Palace is
immediately draw her ire, and she and her servants will subject to extreme heat, requiring twice the normal intake
hound the unlucky wretch till their death. Ultimately though, of water to stave off overheating.
she wreaks her vengeance on any mortals foolish or unlucky Few natural sources of water are found near a Grieving
enough to cross her path, regardless of their virtues. Palace. Native plant-life craves blood and attacks living
creatures, and twig blights may spontaneously generate
from bushes.

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Selephra Innate Spellcasting. Selephra's innate spellcasting ability


is Charisma (spell save DC 19, +11 to hit with spell
Medium fey (elf), chaotic evil
attacks). She can innately cast the following spells,
Armor Class. 16 (barkskin) requiring no material components:
Hit Points. 179 (20d8 + 80) At will: disguise self, hex
Speed. 60 ft., climb 60 ft.
3/day each: hallucinatory terrain, pass without trace,
wall of thorns
STR DEX CON INT WIS CHA 1/day each: dominate person, seeming
17 (+3) 18 (+4) 19 (+4) 18 (+4) 20 (+5) 22 (+6)
Actions
Saving Throws: Dex +9, Con +9, Cha +11 Multiattack. Selephra makes three attacks with her vines
Skills. Acrobatics +9, Deception +11, Insight +10,
Intimidation +11, Perception +10, Persuasion +11 Vines. Melee Weapon Attack: + to hit, reach 10 ft., one
Damage Resistances. bludgeoning, piercing, and creature. Hit: 11 (2d6 + 4) piercing damage plus 4
slashing damage from non-magical weapons (1d8) poison damage and the target is grappled
Damage Vulnerabilities fire (escape DC 17).
Senses. darkvision 120 ft., passive Perception 20 Blood Drain. One creature grappled by Selephra must
Languages. Common, Elvish, Sylvan make a DC 19 Constitution saving throw, taking 33
Challenge. 16 (15,000 XP) (6d10) necrotic damage on a failed save as its blood is
drained by the thorny vines, or half as much on a
Barkskin. Selephra's AC cannot be lower than 16. success. Selephra recovers hit points equal to half the
amount of necrotic damage dealt.
Bramble Limbs. Selephra possesses vines which extend
5 feet out from her in all directions. This area is Legendary Actions
considered difficult terrain. These vines also give
Selephra her incredible speed and allow her to extend Selephra can take 3 legendary actions, choosing from
up to 5 feet away from any surface on which she is the options below. Only one legendary action option
walking or climbing. A player can attempt to destroy a can be used at a time and only at the end of another
5 foot cube of vines by dealing at least 15 slashing or creature's turn. Selephra regains spent legendary
fire damage to the vines rather than Selephra in a single actions at the start of her turn.
turn (AC 16). Selephra regrows her vines in 1d4 turns.
Attack. Selephra makes one attack with her vines.
Without her vines, Selephra loses her ability to extend
5 feet away from a surface, her walking and climbing Crush (Costs 2 Actions). Selephra crushes one creature
speed is reduced to 30 feet, and the reach of her vines being grappled by her vines. The target must make on a
attack is decreased to 5 feet. DC 16 Strength saving throw, taking 21 (4d8 + 3)
bludgeoning damage on a failure or half as much on a
Legendary Resistance (2/Day). If Selephra fails a saving
success.
throw, she can choose to succeed instead
Regrow (Costs 2 Actions). Selephra regrows all of her
Magic Resistance. Selephra has advantage on saving
vines.
throws against spells and other magical effects.

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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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Siobhan Speak with Ocean Creatures. Siobhan can communicate


with marine beasts, plants and monstrosities as if they
Medium fey (sidhe), neutral
shared a language.
Armor Class. 18 (natural armor)
Hit Points. 237 (25d8 + 125) Actions
Speed. 30 ft., swim 60 ft. Multiattack. Siobhan makes two attacks, choosing
between Touch and Water Lash for each
STR DEX CON INT WIS CHA Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one
18 (+4) 21 (+5) 20 (+5) 24 (+7) 23 (+6) 25 (+7) creature. Hit: XXX (XXX) cold damage
Water Lash. Siobhan causes a 10-foot cube of water
Saving Throws: Str +11, Dex +12, Wis +13, Cha +14 within 60 feet of her to take a shape of her choice and
Skills. Insight +13, Intimidation +14, Perception +13, strike one target she can see within 5 feet of that
Persuasion +14 water. The target must make a DC 22 Strength saving
Damage Immunities. acid, cold; bludgeoning, piercing, throw. On a failed save, it takes 22 (4d10) bludgeoning
and slashing damage from non-magical weapons damage, and if the target is a Large or smaller creature
Condition Immunities. charmed, frightened it is either pushed up to 15 feet in a straight line or
Senses. truesight 120 ft., passive Perception 23 knocked prone (Siobhan's choice). On a successful
Languages. Draconic, Elven, Primordial, Sylvan save, the target takes half as much damage and isn’t
Challenge. 21 (33,000 XP) pushed or knocked prone.
Drowning Sphere. Siobhan used her Water Lash action.
Amphibious. Siobhan can breathe both air and water. If the target fails its saving throw, it is restrained in a
sphere of water instead of being pushed or knocked
Innate Spellcasting. Siobhan's innate spellcasting ability prone. While restrained by water in this way, the target
is Charisma (spell save DC 22, +14 to hit with spell takes 27 (5d10) bludgeoning damage and loses its
attacks). She can innately cast the following spells, breath, even if it can breathe water, and immediately
requiring no material components: starts suffocating. Siobhan can maintain one drowning
At will: calm emotions, charm person, control water, sphere at a time, as if concentrating on a spell. The
dancing lights, darkness, detect magic, invisibility sphere can levitate up to 30 feet above any surface,
and a bonus action on each of her turns Siobhan can
3/day each: hypnotic pattern, sleet storm move the sphere up to 30 feet in a direction of her
1/day each: etherealness, eyebite choice, including up. The target can repeat its saving
throw at the end of each of its turns, ending the effect
Legendary Resistance (3/Day). If Siobhan fails a saving on a success
throw, she can choose to succeed instead
Magic Resistance. Siobhan has advantage on saving Legendary Actions
throws against spells and other magical effects. Siobhan can take 3 legendary actions, choosing from
Seductive Luminescence. While in dim light or darkness, the options below. Only one legendary action option
Siobhan produces dim light out to 30 feet. While a can be used at a time and only at the end of another
creature is within this light, it has disadvantage on all creature's turn. Siobhan regains spent legendary
Wisdom saving throws against effects created by actions at the start of her turn.
Siobhan, and Siobhan has advantage on all Charisma
checks made towards the creature. Attack. Siobhan makes one Touch attack.
Sidhe Shape: Ghostlight. As a bonus action, Siobhan Magic. Siobhan casts one at will spell from her Innate
transforms into a Medium orb of pale light or back into Spellcasting feature
her humanoid form. All equipment that she is wearing Melancholy. One creature within 60 feet of Siobhan
or carrying merge into this form. In light form, that can hear her must make a DC 22 Charisma saving
Siobhan's statistics remain the same except that she is throw, taking 14 (4d6) acid damage on a failure or half
ephemeral and cannot carry anything and she is as much on a success. Additionally, on a failure, the
immune to being grappled, knocked prone, and target loses one inspiration or the benefits of one
restrained. protective or enhancing spell that is affecting it, such
as enhance ability, and cannot receive or benefit from
bardic inspiration until the end of Siobhan's next turn.

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Brionac, the Bright One


Thrumbolg, First Lord of Weapon (spear), artifact (requires attunement)
Mag Tureah Brionac is a magic, semi-sentient mythril spear crafted by
Thrumbolg is a name feared throughout the Feydark. As the Goibniu, son of Thrumbolg that grants a +3 bonus to attack
mightiest of all fomorians, Thrumbolg is renowned for his and damage rolls made with it. Its very material is imbued
cruelty and fanaticism. Like his kin, Thrumbolg is with all the anger, vengeance, and perverse righteous fury of
monstrously ugly, his eyes mismatched and lopsided, his the son of the First Lord. It magically changes size to adjust
swarthy arms awkwardly shaped and malformed, his gait to the size of whatever creature is attuned to it.
strange and uneven. Unlike his disorderly kin, however, Random Properties. Brionac has the following randomly
Thrumbolg rules his own realm: the mighty fortress-city of determined properties:
Mag Tureah, where he lords his power over his subjects. 1 minor beneficial property
Fomorians, cyclops, trolls, ogres, and orcs crack their whips 1 major beneficial property
on the backs of wretched humanoid slaves, worked until they 2 minor detrimental properties
can no longer work, whereupon they are devoured and
replaced. Mag Tureah is a city of misery. Spirit of Goibniu. Brionac is infused with the will of a
Legacy of Domination.Once the fomorians were the fomorian lord, and while attuned to it you are influenced by
fairest and most magically skilled of the giant race, and they the capricious madness that lives within it. At the end of each
crafted many a wonder. However, as cruelty grew in their long rest, you must roll from the Flaws of Goibniu table,
hearts, they began to craft more dark and sinister creations, taking on the flaw rolled until you roll a new flaw or end your
the crowning achievement of which they nestled deep attunement with the weapon.
beneath the earth in the Feydark: Mag Tureah, the Iron
Tower. A work of magic unsurpassed by giant hands, the Flaws of Goibniu
winding tunnels and halls of Mag Tureah boast a myriad of d8 Flaw
portals that stretch across the multiverse. However, when the 1- “I am quick to make wild judgments, and I will not be
fomorians were defeated the fortress was abandoned. 2 dissuaded of my conclusions.”
For centuries Mag Tureah lay masterless beneath the
earth, its halls and tunnels breeding grounds for the strange 3- “I forgive no betrayal, even if it is proven that no
4 betrayal occurred.”
aberrations that fester in the dark places. Many fomorians
would try to reclaim their ancestral home, but it would not be 5- “If I discover someone told me a lie, I become
until the mighty Thrumbolg lead a mighty siege that Mag 6 unreasonably angry.”
Tureah would again have a lord; the First Lord. However, the 7- “It is not enough to simply win. My enemies must
secrets of Mag Tureah were long forgotten, lost to the 8 suffer.”
fomorians when first they were struck down. Undeterred,
Thrumbolg has dedicated millenia to deciphering the inner Light of Vengeance. Brionac produces bright light out to
workings of Mag Tureah, his life extended unnaturally long by 20 feet and dim light out to an additional 20 feet while it is
unknown means, his efforts continually confounded by the within 120 feet of Thrumbolg or a creature that has sworn
inscrutability of the portals. fealty to Thrumbolg. While Thrumbolg or a creature that has
Legacy of Cruelty. Once, Mag Tureah received a sworn fealty to him is within the area of bright light, they are
distinguished guest in the form of Baba Yaga. While Baba affected as if by the faerie fire spell.
Yaga stayed as his guest, Thrumbolg demanded that she Retribution. On initiative count 1, losing initiative ties, you
reveal the future to him. At once outraged and delighted by can choose to make one attack with Brionac against each
this young upstart's gall, Baba Yaga cursed him with a creature that dealt damage to you this round. These attacks
prophecy, stating that his death would be by the will of his automatically hit and ignore any damage immunity or
son. Reasoning that if he killed all his sons that he would resistance the target has.
become immortal, Thrumbolg decreed the deaths of Goibniu Return to Me. As a bonus action on your turn, you can
the Smith, Conand the Cruel, and Tethra the Mighty. speak a command word to cause Brionac to teleport into your
When word reached Goibniu of the deaths of his two hand if you can see it.
brothers, he realized his peril. With the aid of an unknown Do Not Lie To Me. If you hold Brionac to a creature's
patron, Goibniu used his formidable skill in crafting to forge a throat, that creature must succeed on a DC 21 Wisdom
spear out of his raw fury and will to live. He named this saving throw or become stunned for as long as you hold
sword Brionac, the Bright One, and with it in hand he went Brionac to its throat. Additionally, while stunned in this way,
off to confront his father. The battle was long and arduous, the creature cannot knowingly tell a lie.
and before Giobniu could land the final blow against his You Will Remember My Wrath. Upon scoring a critical
father, an assassin struck him down. Before Thrumbolg could hit on a creature with an attack made with Brionac, the
claim the spear, though, Brionac was spirited away from Mag creature gains a Lingering Injury which can only be cured
Tureah, thus ensuring that his will to slay his father lived on with a greater restoration or similar magic.
after his death. Now only Brionac can slay Thrumbolg. Destroying Brionac. Brionac can only be destroyed by
being shattered by Thrumbolg himself.

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Thrumbolg Flying Javelin. Thrumbolg releases Gae Bulg to hover


magically in an unoccupied space within 5 feet of him.
Huge giant, chaotic evil
If Thrumbolg can see Gae Bulg, he can mentally
Armor Class. 18 (plate armor) command it to move up to 90 feet and make one
Hit Points. 275 (22d12 + 132) attack against a target, after which it magically
Speed. 30 ft. teleports to an unoccupied space within 5 feet of him.
If Gae Bulg is targeted by any effect, Thrumbolg is
considered to be wielding it. Gae Bulg falls if
STR DEX CON INT WIS CHA Thrumbolg is reduced to 0 hit points or dies.
24 (+7) 9 (-1) 22 (+6) 18 (+4) 16 (+3) 8 (-1) Evil Eye. One creature that Thrumbolg can see within
60 feet of him must make a DC 18 Charisma saving
Saving Throws: Str +14, Con +13, Wis +10 throw, taking 45 (10d8) psychic damage on a failed
Skills. Athletics +14, Deception +6, Insight +10, save or half as much on a successful one. Additionally,
Intimidation +6, Perception +17 if the target fails the saving throw, it suffers a random
Damage Immunities. bludgeoning, piercing, and effect rolled from the following options:
slashing damage from non-magical weapons (only if 1. Eye of Command. The target is affected as if with the
wearing magic armor) command spell, which requires no verbal components
Condition Immunities. charmed, frightened from Thrumbolg.
Senses. truesight 120 ft., passive Perception 27
Languages. Common, Giant, Sylvan 2. Eye of Death. The target takes an additional 7 (2d6)
Challenge. 22 (41,000 XP) necrotic damage.
3. Eye of Obeisance. The target falls prone and cannot
Cheat Fate. Thrumbolg automatically becomes stable stand up until the end of Thrumbolg's next turn.
when reduced to 0 hit points and cannot die unless 4. Eye of Pain. The target is stunned until the end of its
damaged with Brionac when at 0 hit points. next turn.
Legendary Resistance (3/Day). If Thrumbolg fails a 5. Eye of Retribution. If Thrumbolg had been damaged
saving throw, he can choose to succeed instead by the target since the end of his last turn, then he has
advantage on all attacks made on that target until the
Actions beginning of his next turn.
Multiattack. Thrumbolg uses his Evil Eye, then makes 6. Eye of Terror.The target is frightened until the end of
two attacks with Areadbhar and one attack with Gae Thrumbolg's next turn.
Bulg.
Legendary Actions
Areadbhar (Spear). Melee Weapon Attack: +14 to hit,
reach 10 ft., one creature. Hit: 12 (3d6 +7) piercing Thrumbolg can take 3 legendary actions, choosing
damage, or 20 (3d8 +7) piercing damage if used with from the options below. Only one legendary action
two hands. The target has disadvantage on any option can be used at a time and only at the end of
Constitution saving throws it makes to maintain another creature's turn. Thrumbolg regains spent
concentration on a spell as a result of this attack. legendary actions at the start of his turn.
Gae Bulg (Javelin). Melee Weapon Attack: +14 to hit, Javelin. Thrumbolg makes one attack with Flying Javelin.
reach 10 ft. range 90/360 ft., one creature. Hit: 17 Hateful Glance (Costs 2 Actions). Thrumbolg makes one
(3d6 +7) piercing damage. Evil Eye attack against a target that he can see.

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Appendix A: Fey Categorized by CR


Fey by Biome Aquatic Fey
There are more fey than just those found in the sun dappled The ocean is full of secrets; deep waters teeming with the
bowers of the forest. Fey can be found anywhere where the strange and the beautiful and the sinister. There are sunken
beauty and wonder of nature prevails, and where dreams and kingdoms and the corpses of ships crowned with coral and
strangeness can grow. Fey live in the depths of the ocean, the seaweed. There are beautiful folk who will drown you with a
icy stretches of the tundra, the harsh expanses of the desert, kiss and hideous witches who will kill you with a look. The
the twisting alleys of cities, the mysterious caves of the dreams of the deeps are magnificent and strange, and woe
Underdark, the wide open expanses of the sky, and more. betide those who underestimate its treachery.
For ease of reference, I have included this array of tables Part of Their World. Aquatic fey are as multi-varied as
listing fey and fey related creatures by environment and CR. their terrestrial kin, often times even stranger. They fey of
In addition to the original monsters I've included in this freshwater frequently interact with sylvan fey, and many
supplement, I'm also listing fey that I've created in other nixies and naiads count themselves among the courts of
supplements as well as fey from officially published 5e source Titania and the Queen of Air and Darkness. The fey of the
material. For more fey, please check out my product “Lords ocean, however, are another story. Wild and willful, only the
and Ladies: Titania, Baba Yaga, and the other Archfey.” most powerful and beautiful beings of the seas such as
Siobhan of the Darkened Depths can command their respect.
Aerial Fey Coastal Fey by CR
The sky is what all mortals aspire to. It is the pinnacle of Monster CR Source
success. What those who walk on the soil look up to, whether Merfolk 1/8 Monster Manual
in adoration of gentle sunlight or fear of terrible storms. The Nixie ¼
fey of the sky are born into this magnificent realm. They
reside on distant mountaintops and magnificent cloud Splanxty ¼
castles, shunning the rude earth and laughing at the dull Asrai ½
creatures bound to the base clay. They care little for the
goings on of the earth below them, favoring the exciting Seal ½
winds of their endless realm. Selkie 1
Aerial Fey by CR Nereid 2 Yawning Portal
Monster CR Source Sea Hag 2 Monster Manual
Sylph ¼ Darfellan Warrior 3
Boreal 1 Siren 3 Yawning Portal
Harpy 1 Monster Manual Thorn Knight (Splanxty) 3
Pegasus 2 Monster Manual Kelpie 4 Yawning Portal
Bralani 5 Lords and Ladies Noviere 4 Lords and Ladies
Carey Hag 5 Sea Hag (in coven) 4 Monster Manual
Carey Hag (in coven) 7 Swarm of Asrai 4
Lunar Ravagers 7 Lords and Ladies Merfolk Siren 5
Shiradi 15 Regiment of Splanxty 5
Animus Loci (Air) 27 Tangie 10
Nuckelavee 14
Ocean Strider 18
Tulani 18 Lords and Ladies
Animus Loci (Mud) 27
Animus Loci (Water) 27

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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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Arctic Fey Arctic Fey by CR


Monster Challenge Source
The realms of snow and ice are beautiful and treacherous.
Few beasts are hardy enough to live in this harsh realm. Frost Faery ¼
However, the fey are the embodiments of nature itself. They Koropokkuru ¼
do not balk at the long nights, and they dance and sing in the Uldra ¼
blizzards. The fair folk of the north have nothing to fear from
the cold, though mortals have much to fear from them. Domovoi 1
Strange Beauty. The fey of the deep winter have just as Boreal 3
much love for beauty and strangeness as those of the fair
summer or the mysterious shade. Fey demesnes in the frozen Snow Golem 3
realms are decked with fanciful decorations of ice and snow; Thorn Knight 3
ribbons and flowers of ice as delicate as bubbles, fractal (Koropokkuru)
patterns of frost so intricate that they entrap the senses, Warlock of the Archfey 4 Volo's Guide to
towers of bulging snow to rival the majesty of ancient trees. Monsters
However, the winter fey are often far crueler than their other Yuki-on-na 4
kin. They have no compunctions about using the blood of a
traveler in their beautiful sculptures. Bralani 5 Lords and Ladies
Free as the Bitter Wind. The Prince of Frost is well Regiment of 5
known as the greatest of the winter fey. However, he is not Koropokkuru
their ruler. The fey of winter are all willful and independent,
and the Pale Prince has little interest in commanding their Tireganierk 6
whims. The winter fey act according to their own will, bowing Bheur Hag 7 Volo's Guide to
only to those who earn their utmost respect. Monsters
Jack Frost 7
Wendigo 7
Bheur Hag (in coven) 9 Volo's Guide to
Monsters
Rimefire Eidolon 9
Rimefire Eidolon (in lair) 11
The Sisters of Lament 15 Lords and Ladies
Frostwind Virago 16 Lords and Ladies
Sovereign Elk 20 Lords and Ladies
The Prince of Frost 20 Lords and Ladies
The Prince of Frost (in 22 Lords and Ladies
lair)
Animus Loci (Ice) 27

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Civilized Fey Urban Fey by CR


Monster CR Source
The fey are spirits of dreams, embodiments of wants and
desires, of anxieties and fears, of passions and despairs. Even Killmoulis 1/8
inside towns and cities, where nature is tamed by steady, Boggle 1/8 Volo's Guide to Monsters
uncaring hands, the fey folk find their places to inspire and Darkling ½ Volo's Guide to Monsters
infiltrate the minds of men. These fey are wily and clever,
living in the odd pockets of wildness that can be found even Jermlaine ½
in civilization. Jaebrin 1
Agrarian Spirits. Rural areas such as small villages still
live in balance with the wilderness. As such, the fey who have Muse 1
adapted to rural homes typically live in harmony with Nat (Einsaung) 1
humanoids. Darkling Elder 2 Volo's Guide to Monsters
Bitter Intruders. The urban fey are estranged from their
fellows in the sylvan realms. In the wilds of the world, the fey Meenlock 2 Volo's Guide to Monsters
are the undisputed kings and queens, ruling over the birds Splinterwaif 2
and the beasts with ease. In the cities of men, however, the
fey are outcasts, struggling to survive in a world not meant Swarm of ratwraiths 2
for them. These fey are cunning, clever, and bitter. Hannya Hag 4
Glamour and Posh. Some fey of mortal civilization find Warlock of the Archfey 4 Volo's Guide to Monsters
niches in the fanciful worlds humans create within their own
world. Glamour thrives in the upper echelons of society, and Joystealer 5
the fey thrive on glamour. Mercane 5
Hannya Hag (in coven) 6
Ruin Chanter 8
Springheel Jack 8
Shadar-kai Cenobite 9
Shadar-kai Cenobite (in lair) 10
Ghaele 12 Lords and Ladies
Ruin Elemental 12
Mob Zeitgeist 21
Smoke Zeitgeist 21
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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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Planar Fey Outer Planar Fey by CR


Monster CR Source Plane
Fey and fey related creatures are not limited exclusively to the
Feywild. Many can be found roaming the elemental planes or Asrai ½ Ysgard
exulting in the Outer Planes. Forlarren 1 any Lower
Plane
Inner Plane Fey by CR
Pegasus 2 Monster Arborea
Monster CR Source Plane Manual
Sylph ¼ Plane of Air Movanic Deva 4 Celestia
Nereid 2 Yawning Portal Plane of Swarm of Asrai 4 Ysgard
Water
Mercane 5 any
Pech 2 Plane of
Earth Night Hag 5 Monster any Lower
Manual Plane
Sea Hag 2 Monster Manual Plane of
Water Unicorn 5 Monster Arborea
Manual
Bralani 5 Lords and Ladies Plane of Air
Lillend 6 Ysgard
Joystealer 5 Ethereal
Plane Night Hag (in coven) 7 Monster any Lower
Manual Plane
Lampad 5 Plane of
Earth Baku 12 Arcadia
Mercane 5 any Otsheentou 12 Abyss
Night Hag 5 Monster Manual Ethereal Baba Yaga's Dancing 16 Lords and
Plane Hut Ladies
Korred 7 Volo's Guide to Plane of Lelfin 20 any
Monsters Earth
Morwel 22 any Upper
Night Hag (in 7 Monster Manual Ethereal Plane
coven) Plane
Baba Yaga 23 Lords and any
Baba Yaga's Dancing 16 Lords and Ladies any Ladies
Hut
Baba Yaga (in lair) 25 Lords and any
Lelfin 20 any Ladies
Baba Yaga 23 Lords and Ladies any
Baba Yaga (in lair) 25 Lords and Ladies any

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Stone Fey Mountain Fey Fey by CR


Monster CR Source
The deep places of the world hide many secrets, and among
those secrets are the fey. Whether it be a beautiful fungal Sylph ¼
forest, a cave of glimmering crystals, a tunnel echoing with Boreal 1
haunting music, or a mine filled with the dripping of Harpy 1 Monster Manual
stalactites, the fey find strange niches in the dark below the
earth. Giant Elk 2 Monster Manual
The Queens and Kings. Foremost among the fey with Pegasus 2 Monster Manual
influence in the deep places of the world is the Queen of Air
and Darkness, who commands the respect and loyalty of Peryton 2 Monster Manual
numerous glouras, mycodryads, korreds, lampads, and Spriggan 3
darklings throughout both the Feydark and the Underdark. Warlock of the Archfey 4 Volo's Guide to Monsters
However, her interests are not exclusive to the underground
realms, spending as much if not more of her time focused on Yuki-on-na 4
the plots and intrigues of the world below the the moon. Bralani 5 Lords and Ladies
Additionally, she is not the only power beneath the earth.
Thrumbolg, the First Lord of Mag Tureah, is a fomorian king Carey Hag 5
who has risen above the pettiness of his race to achieve great Annis Hag 6 Volo's Guide to Monsters
power. Carey Hag (in coven) 7
Subterranean Fey by CR Cyclops Soldier 7
Monster CR Source Lunar Ravager 7 Lords and Ladies
Glouras ¼ Annis Hag (in coven) 8 Volo's Guide to Monsters
Shaedling ¼ Jorogumo 8
Darkling ½ Volo's Guide to Silat Hag 8
Monsters
Silat Hag (in coven) 10
Mycodryad 1
Jack-in-Irons 12
Darkling Elder 2 Volo's Guide to
Monsters Baba Yaga's Dancing Hut 16 Lords and Ladies
Meenlock 2 Volo's Guide to Bolcaith 17
Monsters
Bolcaith (Erupting) 23
Mycodryad (Gown of Mold) 2
Baba Yaga 23
Pech 2
Baba Yaga (in lair) 25
Swarm of ratwraiths 2
Animus Loci (Air) 27
Gruvrået 3
Animus Loci (Earth) 27
Aranea 4
Lampad 5
Spider Grandmother 5
Cyclops Soldier 7
Korred 7 Volo's Guide to
Monsters
Fomorian 8 Monster Manual
Jorogumo 8
Stonesinger 8
Zurkhent 9
Knight of Mag Tureah 10
(Fomorian)
Eye of Agony (Fomorian) 12
Thrumbolg 22
Queen of Air and Darkness 25 Lords and Ladies
Animus Loci (Earth) 27
Animus Loci (Magma) 27

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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

Ettercap 2 Monster Manual Deadwood Revenant 6

Faerie Dragon (green, blue, indigo, 2 Monster Manual Gulthias Dryad 6


or violet) Lillend 6
Giant Elk 2 Monster Manual Hybsil Hart 7
Hybsil 2 Korred 7 Volo's Guide to Monsters
Meenlock 2 Volo's Guide to Lunar Ravager 7 Lords and Ladies
Monsters
Bacchae Champion 8
Pegasus 2 Monster Manual
Firre 8 Lords and Ladies
Green Knight 8

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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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Fey of Kara-Tur Fey of Ravenloft


Kara-Tur lies far from the sword coast, and its native fey are The fey of Ravenloft are, like its other inhabitants, twisted by
multivaried and strange. Some such as the nat, the bisan, and the mists of that dark realm. Foremost among these fey are
the baku are agents of the celestial bureaucracy, dedicated to the Arak, the children of the Erlking. Many fey native to
the divine laws set down by the rulers of the world. Others Ravenloft have since found their way out of that realm of
such as the hannya hag and the kumiho are free agents, sinister tragedy to propagate across the Feywild and the
unbound by any loyalty and eager to cause mischief and woe. Material Plane.
Oriental Fey by CR Ravenloft Fey by CR
Monster CR Source Monster CR Source
Einsaung Nat 1 Alven 1
Kappa 2 Jack o' Lantern 1
Hkum Leng Nat 3 Portune 2
Bisan 4 Fand 3
Hannya Hag 4 Powrie 4
Lu Nat 4 Brag 5
Yuki-on-na 4 Cura Hag 5
Hannya Hag (in coven) 6 Teg 6
Jorogumo 8 Jack Frost 7
Baku 12 Shay 7
Kumiho 14 Muryan 8
Sith 9
Fey of Rashemen Maeve 13
Rashemen is one of the countries closest to the Feywild. Its Loht 16
borders are protected from the Red Wizards of Thay by a
variety of elemental and fey guardians that repel any outside
invasion and punish any misbehavior by its citizens. Almost
all variety of fey can be found here, though a few originated in
its protected borders.
Rashemeni Fey by CR
Monster CR Source
Annis Hag 6 Volo's Guide to Monsters
Bheur Hag 7 Volo's Guide to Monsters
Annis Hag (in coven) 8 Volo's Guide to Monsters
Bheur Hag (in coven) 9 Volo's Guide to Monsters

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Fey by Type Divine Fey


Many fey can be categorized not by biome but by qualities The fey are beings of beauty and joy, and as such they have
that they share in common, such as similar powers or origins. many connections to the Upper Planes. Unicorns and pegasi
are just the start of the marvelous holy beings that bless
sylvan groves with their presence, and they fey love them for
Defiled Fey their glory and grace.
Sins come in many forms. Some are against family or Divine Fey by CR
friends, some against strangers, some against kingdoms, and
some against gods. However, there are also those sins against Monster CR Source
nature itself, wherein the natural world balks at the Pegasus 2 Monster Manual
unspeakable deeds done to it, buckling and crying out in Movanic Deva 4
agony. The creatures of the fey born from the blighted lands
are as wretched as the withered lands that spawned them. Spider Grandmother 5
Blighted Misery. The defiled fey are unlovely and unkind. Unicorn 5 Monster Manual
They are born from the scars of nature, given life by sorrow
and rage. Joy does not live in their hearts, and music is but a Lillend 6
bittersweet memory to them. The other fey find them Baku 12
distasteful at best, and animals react with fear in their Solar Knight 12
presence. The wretched children of blighted nature find no
welcome in the sylvan realms of the world, so they must live Morwel 22
their lives in the mournful lands.
Defiled Fey by CR Igneous Fey
Monster CR Source These are fey with fire in their souls, fey that live in flame and
Deerwraith 1
wield it as a natural part of their lives. Some are of the quiet
calm flame of the hearth, some are the wild destructive flame
Forlarren 1 of the volcano, but all are passionate and powerful.
Harpy 1 Monster Manual Igneous Fey by CR
Ettercap 2 Monster Manual Monster CR Source
Wolfwraith 2 Spark ½
Swarm of ratwraiths 2 Domovoi 1
Redcap 3 Volo's Guide to Monsters Vestal 1
Banshee 4 Monster Manual Firre 8 Lords and Ladies
Bloodlance 5 Bolcaith 17
Night Hag 5 Monster Manual Bolcaith (Erupting) 23
Deadwood Revenant 6 Animus Loci (Fire) 27
Gulthias Dryad 6 Animus Loci (Magma) 27
Night Hag (in coven) 7 Monster Manual
Wendigo 7
Whalewraith 7
Corrupture 9
Jacky Longlegs 11
Otsheentou 12
Charybdid 13
Scyllan 13
Ragewalker 14

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Psionic Fey Shadow Fey


Many fey possess powers of the mind. These fey display even These are fey of true darkness. The fey of the Shadowfell and
stranger powers than other psionic creatures, blending the deep black. They're creatures of mystery and secrets,
together psionics and the arcane power that all fey whose powers stem from the unknowable nature of the dark.
intrinsically possess, blurring the line between the mind and
the soul. Shadow Fey by CR
Lady of the Underground. Though the Queen of Air and Monster CR Source
Darkness is not psionic herself, she has many psionic Glouras ¼
servants, particularly malgoren and spider grandmothers,
and the psionic mindflayers and aboleths of the deep realms Shaedling ¼
are among her greatest enemies. Darkling ½ Volo's Guide to Monsters
Psionic Fey by CR Alven 1
Monster CR Source Jack o' Lantern 1
Meenlock 2 Volo's Guide to Everything Darkling Elder 2 Volo's Guide to Monsters
Hannya Hag 4 Meenlock 2 Volo's Guide to Monsters
Joystealer 5 Portune 2
Spider Grandmother 5 Fand 3
Hannya Hag (in coven) 6 Powrie 4
Jacky Longlegs 11 Banderhobb 5 Volo's Guide to Monsters
Malgoren 13 Brag 5
Huriat 14 Cura Hag 5
Siabrie 16 Lampad 5
Queen of Air and Darkness 25 Lords and Ladies Night Hag 5 Monster Manual
Teg 6
Jack Frost 7
Night Hag (in lair) 7 Monster Manual
Shay 7
Muryan 8
Shadar-kai Cenobite 9
Sith 9
Jacky Longlegs 12
Maeve 13
Malgoren 13
Loht 16

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Appendix B: New Creature Tags

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

Amphibian Humanoids by CR Avian Humanoids by CR


Monster CR Source Monster CR Source
Bullywug ¼ Monster Manual Aarakocra ¼ Monster Manual
Grung ¼ Volo's Guide to Monsters Kenku ¼ Monster Manual
Firenewt warrior ½ Volo's Guide to Monsters Wereraven 2 Curse of Strahd
Firenewt warlock of Imix 1 Volo's Guide to Monsters
Grung wildling 1 Volo's Guide to Monsters
Grung elite warrior 2 Volo's Guide to Monsters
Pharblex Spattergoo 3 Hoard of the Dragon Queen

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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

Poisonous snake 1/8 Monster Manual Dimetrdon ¼ Monster Manual

Constrictor snake ¼ Monster Manual Hadrosaurs ¼ Monster Manual

Giant poisonous snake ¼ Monster Manual Pteradon ¼ Volo's Guide to Monsters

Jaculi ½ Tomb of Annihilation Velociraptor ¼ Monster Manual

Fire snake 1 Monster Manual Deinonychus 1 Monster Manual

Giant constrictor snake 2 Monster Manual Allosaurus 2 Volo's Guide to Monsters

Swarm of poisonous snakes 2 Monster Manual Plesiosaurus 2 Volo's Guide to Monsters

Couatl 4 Monster Manual Quetzalcoatlus 2 Monster Manual

Hannya hag 4 Ankylosaurus 3 Volo's Guide to Monsters

Salamander 5 Monster Manual Stegosaurus 4 Monster Manual

Hannya hag (in coven) 6 Brontosaurus 5 Monster Manual

Medusa 6 Monster Manual Triceratops 5 Volo's Guide to Monsters

Spirit naga 8 Monster Manual Tyranosaurus Rex 8 Volo's Guide to Monsters

Guardian naga 10 Monster Manual Demogorgon 26 Out of the Abyss

Kamadan 4 Tomb of Annihilation Saurian Humanoids by CR


Marilith 16 Monster Manual Monster CR Source
Pterafolk 1 Tomb of Annihilation
Yuan-ti by CR
Monster CR Source Dragonbait 5 Tomb of Annihilation

Yuan-ti pureblood 1 Monster Manual


Simians
Yuan-ti broodguard 2 Volo's Guide to Monsters
Simian by CR
Yuan-ti Malison 3 Monster Manual Monster CR Source
Yuan-ti mind whisperer 4 Volo's Guide to Monsters Baboon 0 Monster Manual
Yuan-ti nightmare speakers 4 Volo's Guide to Monsters Flying monkey 0 Tomb of Annihilation
Yuan-ti pit master 5 Volo's Guide to Monsters Ape ½ Monster Manual
Ras Nsi 7 Tomb of Annihilation Su-monster 1 Tomb of Annihilation
Yuan-ti abomination 7 Monster Manual Yeti 3 Monster Manual
Yuan-ti anathema 12 Volo's Guide to Monsters Girallon 4 Volo's Guide to Monsters
Barlgura 5 Monster Manual
Giant ape 7 Monster Manual
Abominable yeti 9 Monster Manual
Demogorgon 26 Out of the Abyss

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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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