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Faerie Bestiary Free Preview (5E)
Faerie Bestiary Free Preview (5E)
Faerie Bestiary Free Preview (5E)
Open Content: Subject to designation as Product Identity (see Section 1(e), and are not Open Content: Legendary Games,
below), the only portion of this Legendary Games product Legendary Planet, the Legendary Games Logo, Adventure
designated as Open Game Content is the rules content Path Plug-In, Faerie Bestiary (5E), as well as all trademarks,
(creature stat blocks and names of skills, etc., taken from the registered trademarks, proper names (including the names
SRD) as defined in the Open Game License version 1.0a Section of each character, location, item or monster unique to this
1(d). The front and back cover, back matter, introduction and product), dialogue, plots, storylines, locations, characters,
Credits page, as well all other parts of this product including artworks, and trade dress, but excluding any content that is
all text not specifically designated as Open Game Content Product Identity of Wizards of the Coast. (Elements that have
is not Open Game Content. No portion of this work other previously been designated as Open Game Content are not
than the material designated as Open Game Content may be included in this declaration.)
reproduced in any form without written permission.
Reference in non-Open Game Content (thus not covered by the
Product Identity: The following items are hereby identified as Open Game License) in this work to content owned by others is
Product Identity, as defined in the Open Game License 1.0a, not a challenge to their ownership and is used under Fair Use.
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ACTIONS
Multiattack. The alraune makes four vine
attacks.
Vine. Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 11 (1d10 + 6)
bludgeoning damage and the target is
grappled (escape DC 20).
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ACTIONS
Starknife. Ranged Weapon Attack: +8 to hit, range 20/60,
2 targets. Hit: 7 (1d4 + 5) piercing damage. The
starknife returns after each attack, as a returning weapon.
slashing damage.
Steal Magic. The yamah attempts to dispel a magical effect
on a creature, as dispel magic. If successful, the yamah can
spend a bonus action to make a ranged spell attack with a
range of 30 ft. and damage equal to 1d6 for each level of
the slot the dispelled effect was cast from. If a cantrip was
dispelled, the attack does 1d6. The yamah's spellcasting
ability is Charisma.
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CORPSE CANDLE Treacherous Signals. Corpse candles detest the living and
seek to lure wayfarers to their doom using trickery and
Corpse candles are formed when creatures are sacrificed by misdirection. Corpse candles use their ability of deception
ritualistic drowning to a sea or water deity. The fear of dying to lure unsuspecting victims to their doom. When a corpse
coupled with the hatred of the ones performing the ritual candle successfully fascinates a creature, it waits until the
infuses the victims’ spirit with energy that often lingers in creature draws near and then attacks relentlessly with its
the area and empowers the corpse with unlife, raising it as incorporeal claws. Corpse candles are particularly fond of
a corpse candle. Corpse candles hate the living and have a luring sailors, swimmers, and other seafarers to their watery
particular dislike for clerics. Corpse candles are bound to the graves by first fascinating them, draining sapping them of
area of their death in the sense that they cannot leave that their strength, and finally allowing them to drown as the
particular body of water (be it a sea, river, lake, or ocean). lights sap their vitality. Drowned victims are left as food for
Aging Image. A corpse candle appears as a translucent image any aquatic carnivores in the area.
of its living self. Its body shows little, if any, signs of death,
though as it “ages,” the corpse candle’s translucence seems to
grow faint and fade (as if a light were burning out).
Some sages have researched this phenomenon
and believe that corpse candles can actually
die of old age. Perhaps some remnant
of their former lives binds them to
the mortal world or perhaps sages
are just reaching for answers
to some unknown equation.
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CRONE QUEEN
Crone queens are unique and deadly creatures formed from
the frozen remains of Baba Yaga’s daughters. Dispossessed by
their witchy progenitor, they form shadow queendoms of
their own in arctic reaches and crumbling ruins where
winter never ceases, and the chill of the air above
is matched only by the chill of the graves below.
They look ever for new subjects to rule to satiate
their lust for dominion that eluded them
in life. A crone queen is tall and gaunt,
standing 6 feet tall and weighing 150
pounds.
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ACTIONS
Multiattack. The fastachee makes six vine attacks.
Vine. Melee Weapon Attack. +10 to hit, 10 ft. reach, one
target. Hit: 11 (1d10 + 6) bludgeoning damage.
Sow Corn. The fastachee can plant an ear of corn in the ground
to cause 3 (1d6) ears of corn to grow to full height and
maturity within 1 minute.
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ACTIONS
Multiattack. The courtier makes two attacks.
Rapier Flurry. Melee Weapon Attack: +13 to hit,
5 ft. reach, 1 target. Hit: 22 (3d8 + 9) piercing
damage. The target provokes an opportunity
attack if it leaves the courtier's reach voluntarily
before the courtier's next turn. This occurs even
if the target uses an action or ability that
normally prevents opportunity attacks.
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ACTIONS
Multiattack. The frosty chiseler makes two ice chisel attacks.
Ice Chisel. Melee Weapon Attack. +8 to hit, 5 ft. reach, one
target. Hit: 13 (2d6 + 6) piercing damage plus 7 (3d6 cold
damage).
Brittlebones Curse (1/day). The frosty chiseler mutters a curse
upon one creature within 30 feet. The creature must succeed
on a DC 11 Charisma saving throw or reduce their Dexterity
by 3 (1d6) points as their skin and bones begin to turn into
ice. This effect dissipates after the creature takes a long rest.
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ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d3 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Putrefy Food or Drink. The manociello targets a potion or one
gallon of food and drink it can see within 30 feet. The target
potion or consumable is fouled and ruined. If a potion is in
the possession of a creature, the creature can make a DC
11 Wisdom saving throw. On a successful save, the potion or
consumable is unaffected.
REACTIONS
Stymie Channeling. When a creature within 20 feet uses
Channel Divinity, the creature must make a DC 11 Wisdom
check or use its action to do nothing instead.
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ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., one target.
Hit: 5 (1d4 + 3) slashing damage. On a hit, the ovinnik may
use luck touch on the creature.
Invisibility. The house spirit magically turns invisible until it
attacks or casts a spell, or until its concentration ends (as
if concentrating on a spell). Any equipment the house spirit
wears or carries is invisible with it.
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LANTERN GOAT How the lantern goat behaves in combat depends upon
the number of adversaries it faces. Normally the goat preys
Lantern goats are undead on lone travelers, attacking them with its stony hooves
wanderers thought to be and horns. If it encounters a group, the lantern
the coalescence of souls goat emits a fear light from its lantern, intending
of people who died while to panic everyone in range and then pick them off
lost in the wilderness. Just individually.
as normal goats sometimes
Soul Lamp. The scarred and battered lantern that
drift from the goatherd’s care
depends from the goat’s neck serves to channel
and fall prey to the dangers of
souls into the creature itself. As the goat
the wild, so too do humanoids
moves through the hills, its lantern
often meet with a dire end while
casts a sickening yellow glow that
trekking alone in the hills.
attracts the souls of the recently
Whether they die of exposure or
deceased. Lantern goats roam
become a predator’s meal, these
low mountains and foothills,
lost travelers usually journey
damned to patrol the mortal
in spirit form to the afterlife.
realm in search of those who
Some, however, if they perish
die alone.
too close to a lantern goat, find
their souls drawn into
the fell receptacle the
creature wears around
its neck.
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ACTIONS
Seed. Ranged Weapon Attack: +4 to hit, range 10 ft/30 ft.,
one target. Hit: 1 bludgeoning damage, and the target must
make a DC 12 Strength saving throw. On a failed save, the
target is restrained by vines for 1 minute. A creature may
use an action to make a new saving throw; on a success, the
creature is no longer restrained.
Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 (1d4 - 2) bludgeoning damage, and the target must
make a DC 12 Strength saving throw. On a failed save, the
target is restrained by vines for 1 minute. A creature may
use an action to make a new saving throw; on a success, the
creature is no longer restrained.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 1 (-5) 5 (-3) 1 (-5) 12 (+1) 12 (+1) 14 (+2) 1 (-5) 5 (-3) 1 (-5)
ACTIONS ACTIONS
Slam. Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage. Hit: 3 (1d4 + 1) bludgeoning damage.
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