Faerie Bestiary Free Preview (5E)

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Credits
Authors: Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff
Ibach, Tim Hitchcock
Additional Material By: Ismael Alvarez, Rich Howard, John Lynch, Craig Williams
Editing and Development: Jason Nelson, Sam Jeffries
Artists: Simon Aan, Bruno Balixa, Felipe Carneiro, Guillermo Cartay, Andrea Casciaro, Tyler Clark,
Daniel Cotter, Lauren Covarrubias, Ivan Dixon, Andrew Doris, Pete Fairfax, Rodrigo Gallo, Teresa
Guido, Johnny Haxby, Frank Hessefort, Michael Jaecks, Jason Juta, Chris Kimball, Ratislav Le, Jethro
Lentle, Mike Lowe, Jarek Madyda, Dio Mahesa, Chris McFann, Andrea Montano, Mitch Mueller,
Amy Ng, Evan Surya Nugraha, Beatrice Pelagatti, Peyeyo, Sabrina Pugnale, Dylan Reader, Arrahman
Rendi, Julio Rocha, Tanyaporn Sangsnit, Brooklyn Smith, Phil Stone, Bob Storrar, Cam Taylor, Afda
Trihatma, Justin Usher, Steve Wood
Design and Layout: Craig Williams
Chief Executive Officer: Jason Nelson
Chief Strategic Officer: Shirline Wilson

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
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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.

Faerie Bestiary (5E) © 2022, Legendary Games;


Authors Matt Kimmel, Michael “solomani”
Mifsud, Miguel Colon, Robert J. Grady, Jason Legendary Games
Nelson, Jeff Ibach, Tim Hitchcock
ISBN: 978-1-955320-12-2 524 SW 321st St.
First printing December 2022. Federal Way, WA 98023
Printed in USA. makeyourgamelegendary.com

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ALRAUNE
Alraune An alraune relies on its supernaturally soothing odor to
render enemies incapable of making hostile acts against
Large plant, neutral evil
it—even if the alraune attacks a foe, its calming scent can
Armor Class 18 (natural armor) wipe away any thoughts of violence from its prey. At rest,
Hit Points 199 (19d10+95) an alraune appears to be merely a large thorny plant with
Speed 40 ft. a single enormous and brightly colored flower at its center.
When an alraune attacks, its thorny vines lash out and
STR DEX CON INT WIS CHA
its flower blooms, revealing an attractive, green-skinned
22 (+6) 13 (+1) 21 (+5) 10 (+0) 15 (+2) 19 (+4) humanoid form within. An alraune’s apparent gender can
vary even from encounter to encounter, for the plant can
Condition Immunities charmed
reshape its humanoid portions as it desires to increase the
Skills Perception +6 likelihood of setting its victims at ease. Regardless of the
Senses passive Perception 16 plant’s apparent gender, it is itself asexual and reproduces
Languages Common, Elven, Sylvan (typically once or twice per decade) by budding a single
Challenge 9 (3,900 XP) offspring over the course of a spring season.
  Despite their appearance, alraunes are quite mobile
(capable of walking almost like a spider upon their numerous
Calming Fragrance. A magically sweet perfume that calms the
nerves and blunts aggression constantly surrounds an alraune long roots and thorny vines). They hunt using their innate
to a radius of 60 feet. Any creature in this area of effect who communion with nature, preferring humanoid flesh over all
attempts to make an attack or use a harmful spell must make a others. When an alraune needs prey, it uses its mind-affecting
DC 16 Wisdom save. On a failure, the creature must take only abilities to convince foes to dig their own graves and bury
non-harmful actions until the beginning of its next turn. On a themselves—once a foe is helplessly buried in
success, it is immune until the beginning of its next turn. the soil, the alraune can feed from it via
Feed. An alraune’s roots can feed on a helpless or willing its flesh-burrowing roots, converting
target. At the end of an hour of feeding, the victim the victim’s blood and memories into
takes 7 (2d6) necrotic damage and 7 (2d6) psychic the strange nutrients it so craves.
damage, and the alraune recovers hit points equal to
the damage it inflicts.
Innate Spellcasting. The alraune's innate
spellcasting ability is Charisma (spell save
DC 16). The alraune can innately cast the
following spells, requiring no material
components:
At will: detect thoughts
3/day each: faerie fire, hold monster, suggestion
1/day each: commune with nature, wall of
thorns
Magic Resistance. The alraune has
advantage on saving throws against spells
and other magical effects.

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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ATOMIE
In lands thick with fey, atomies often serve as border sentries
or bodyguards to nymphs, dryads, or other more powerful fey
creatures. While atomies prove only passable in their ability
to defend such creatures, other fey accept their fealty out
of respect and perhaps with a bit of mirth as well. Atomies
enjoy their time as honor guards, but often grow bored and
leave their posts in search of adventure.
Small but Fierce. Atomies perceive themselves as larger
than they actually are. Like pups standing up to a full-
grown cur, atomies never back down
from aggression, and take tremendous
pride in defeating and humiliating foes
larger than themselves. Atomies find great pleasure in
shoring up the odds in a fight against larger foes. They
make use of their Shrink Ray to shock and humiliate
humanoid opponents, giving them a chance to make
a killing jab. Atomies employ their invisibility to get
in close and make sneak attacks before darting back
out of reach.
Duelist. These nimble creatures adore swordplay and
practice with their blades endlessly. Atomies often travel
their lands seeking adventure tinged with mischief.
Sensitive to bullying and oppression, atomies revel
in turning the tables on a cruel mayor or tormenting
dishonorable mercenary bands. Atomies, enamored
with tales of epic duels and the defeat of great evils,
sometimes follow adventuring parties and eavesdrop on
their nightly tales by the campfire. If a warrior in the group
tends to boast of his swordplay, an atomie rarely resists
the urge to humble him by sabotaging his equipment or
invisibly reducing him and challenging him to a duel.

Atomie Innate Spellcasting. The atomie’s innate spellcasting ability is


Charisma (spell save DC 14, +6 to hit with spell attacks). It
Diminutive fey, chaotic neutral can innately cast the following spells, requiring no material
Armor Class 15 (natural armor) components:
Hit Points 24 (8d2+12) At will: speak with animals
Speed 20 ft., fly 50 ft. 3/day: invisibility, ray of enfeeblement
Shrink Ray. A creature affected by an atomie’s ray of
STR DEX CON INT WIS CHA enfeeblement has disadvantage on opportunity attacks, and its
6 (-2) 17 (+3) 13 (+1) 11 (+0) 14 (+2) 18 (+4) natural reach is reduced by 5 feet (to a minimum of 5 feet).

Senses darkvision 60 ft., passive Perception 12


ACTIONS
Languages Common, Sylvan
Rapier. Melee Weapon Attack: +5 to hit, 5 ft. reach, 1
Challenge 1 (200 XP) target. Hit: 5 (1d4 + 3) piercing damage.

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AZATA, YAMAH
Yamah Yamahs travel the planes promoting the ideals of freedom
and fairness, using their unique talents to rob evildoers
Medium celestial (azata), chaotic good
of their magic and turn it into a weapon for good. Yamahs
Armor Class 14 (natural armor) harbor ill will toward anyone who would use magic for cruel
Hit Points 65 (10d8+20) or evil purposes, especially necromancers and creatures that
Speed 30 ft., fly 100 ft. use magic to trap souls and pervert life. Though yamahs
often bear a stern countenance, they nonetheless enjoy
STR DEX CON INT WIS CHA lighthearted pranks and cheery jokes when appropriate. The
17 (+3) 20 (+5) 14 (+2) 13 (+1) 15 (+2) 20 (+5) white markings that cover yamahs’ bodies may at first appear
to be tattoos but are in fact natural sigils that are unique to
Damage Resistance cold, fire each individual. The average yamah stands just over 6 feet
Damage Immunities lightning tall and weighs 140 pounds.
Condition Immunities petrified Eclipse Oracles. Because of the presence of mystery cults
Senses darkvision 60 ft., passive Perception 12 and the open worship of empyreal lords, yamahs can often
Languages all be seen during lunar eclipses and other significant celestial
events. Legends among mystery cults claim that yamahs
Challenge 5 (1,800 XP)
sometimes accompany good spellcasters on crusades against
otherworldly fiends, though every story inevitably ends with
Innate Spellcasting. The yamah’s innate spellcasting ability is the yamah mysteriously departing after the deed is done,
Charisma (spell save DC 16, +8 to hit with spell attacks). It abandoning its mortal partner without a word.
can innately cast the following spells, requiring no material
components:
3/day: cure wounds, invisibility
1/day: charm person, lesser restoration

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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BOGEYMAN
Many believe that the most cruel and mischievous fey become
bogeymen as a punishment or a reward for their actions.
Others see bogeymen as supernatural manifestations of
society’s willingness to do itself harm.
Bogeymen use their powers to haunt houses or secluded
natural places where they can hunt prey unobserved. They
relish using their minor illusion power to hint at their
presence long before they fully reveal themselves. It is not
uncommon for a bogeyman to hide under a bed, or in a closet
left slightly ajar, for days or even weeks, all the while feeding
on its victims’ growing realization that they are not alone.
The most evil bogeymen are those who abandon the tactic
of feeding on one person’s fears at a time and take up roles
of mass murderers or serial killers, or other pursuits
designed to drive fear into the
hearts of an entire city
of victims. True to their
name, all bogeymen
are male. Sometimes,
children whom they steal
away to secret lairs emerge
years later, transformed
into new bogeymen, and return
home to continue their supernatural
father’s work.

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Bogeyman advantage on the attack roll, or when the target is within 5
feet of an ally of the bogeyman that isn’t incapacitated and
Medium fey, neutral evil the bogeyman doesn’t have disadvantage on the attack roll.
Armor Class 20 (natural armor) Terrible Rejuvenation. A bogeyman regains 10 Hit Points at the
Hit Points 169 (22d8 + 44) start of its turn while any creature within its deepest fear
aura is suffering from a fear effect, including any fear effect
Speed 30 ft.
created by the aura itself. If it is destroyed while within 30
STR DEX CON INT WIS CHA feet of a frightened creature, the bogeyman reappears
after 3d4 days, fully healed on the Material Plane within
12 (+1) 23 (+6) 14 (+2) 15 (+2) 18 (+4) 27 (+8)
a 1 mile radius of the place where it was destroyed. It also
Saving Throws Dex + 10, Wis +8, Cha +12 has an obsession for revenge against those who previously
destroyed it. While a destroyed bogeyman is reforming, any
Skills Arcana + 10, Deception +12, Insight + 8, Intimidate + time a creature sleeps that was present at the bogeyman’s
16, Perception +12, Sleight of Hand +14, Stealth +14 destruction sleeps in the Material Plane, it must make a DC
Damage Resistances bludgeoning, piercing, and slashing from 22 Wisdom saving or suffer the effects of a dream spell (with
nonmagical attacks the monstrous messenger). Once the bogeyman is reformed, it
Senses darkvision 60 ft. (can see in magical darkness), passive can choose to reappear within a 30-foot radius of a creature
Perception 21 suffering from the dream spell if that creature failed its
saving throw.
Languages Aklo, Common, tongues
The rejuvenation of a destroyed bogeyman can be
Challenge 10 (5,900 XP)
prevented if dispel evil is cast at the place on the Plane of
Shadow that corresponds to the place at which the bogeyman
Deepest Dread. A bogeyman is cloaked in a 30-foot aura of was destroyed.
dread. This aura manifests as a shifting haze of images that
reflect the viewer's deepest fears. Each round an opponent
ACTIONS
ends its turn within the aura, it must succeed at a DC 22
Wisdom saving throw or become frightened for 1 minute and Multiattack. The bogeyman makes two claw attacks
can repeat the saving throw at the end of each of its turns. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Once per day, the bogeyman can spend an action to remove Hit: 17 (2d10 + 6) slashing damage and 10 (3d6) necrotic
the immunity to fear from any creature within its aura. At that damage. A critical hit from a bogeyman's claw forces any
time, every creature within the aura must make a saving throw target that has successfully saved against the creature's
against its effects, with creatures that did not previously have deepest dread aura to make another Wisdom saving throw
immunity making this saving throw with disadvantage. against its effects.
Dread Strike. A bogeyman has advantage to attack a creature
that is frightened. LEGENDARY ACTIONS
Innate Spellcasting. The bogeyman’s innate spellcasting ability is The bogeyman can take 3 Legendary Actions, choosing from the
Charisma (spell save DC 20). It can innately cast the following options below. Only one legendary action option can be used at a
spells, requiring no material components. time and only at the end of another creature's turn. The bogeyman
At will: cause fear, detect thoughts, darkness, invisibility, minor regains spent Legendary Actions at the start of its turn.
illusion, tongues • Abduct. The bogeyman can attempt to initiate a grapple
3/day: hold monster, phantasmal killer contest with an adjacent target. If it succeeds, it can
1/day: dream move up to its full Speed along with the creature that it is
grappling.
Magic Resistance. The bogeyman has advantage on saving
throws against spells or other magical effects. • Claw. The bogeyman makes a claw attack.
Sneak Attack (1/turn). The bogeyman deals an extra 21 (6d6) • Spellcasting (two ACTIONS). The bogeyman casts a spell.
damage when it hits a target with a weapon attack and has

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Corpse Candle ACTIONS
Draining Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium undead, neutral evil target. Hit: 9 (2d6 + 3) necrotic damage, and the target's
Armor Class 14 (natural armor) Strength score is reduced by 1d4. The target dies if this
Hit Points 91 (14d8+28) reduces its Strength to 0. Otherwise, the reduction lasts until
the target finishes a short or long rest.
Speed fly 50 ft., swim 50 ft.
Hypnotic Lights. The corpse candle can create a dancing, twisting
STR DEX CON INT WIS CHA pattern of ever-shifting lights that slowly change colors. These
1 (-5) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 17 (+3) lights appear within 20 feet of the corpse candle. Creatures
viewing the pattern within 50 feet must make a successful DC
Saving Throws Cha +6, Dex +6 13 Wisdom saving throw or become charmed. A charmed
Skills Deception +6, Perception +6, Stealth +6 creature can repeat the saving throw at the end of each of
its turns to end this effect. A creature that succeeds this saving
Damage Resistance bludgeoning, piercing, and slashing from throw is immune to that corpse candle's hypnotic lights for 24
nonmagical attacks hours. The lights remain for 1 minute.
Damage Immunities cold, necrotic, poison A charmed creature moves towards the lights, taking the
Condition Immunities charmed, exhaustion, frightened, most direct route available at its normal movement rate.
grappled, paralyzed, petrified, poisoned, prone, restrained The creature avoids obvious dangers and skirts around
Senses darkvision 60 ft., passive Perception 16 obstructions as possible, but it will swim towards the light
if necessary, paying no heed for the need to breathe.
Languages Common, Infernal
Any creature starting its turn adjacent to the light has its
Challenge 5 (1,800 XP) Constitution score reduced by 1d2. The target dies if this
reduces its Strength to 0. Otherwise, the reduction lasts until
Incorporeal Movement. The corpse candle can move through other the target finishes a short or long rest.
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

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 Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 14 (4d6 + 6) slashing damage plus 14 (4d6) cold
Medium undead, neutral evil damage plus 14 (4d6) necrotic damage. The target must
Armor Class 18 (natural armor) succeed on a DC 18 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the necrotic
Hit Points 210 (20d8+80)
damage taken. This reduction lasts until the target finishes a
Speed 30 ft. long rest. The target dies if this effect reduces its hit point
maximum to 0.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of the crone queen’s choice
23 (+6) 20 (+5) 24 (+7) 19 (+4) 17 (+3) 18 (+4)
that is within 120 feet of the crone queen and aware of it
Saving Throws Con +12, Dex +10, Str +11 must succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
Skills Insight +8, Intimidation +9, Perception +8, Stealth +10 throw at the end of each of its turns, ending the effect on
Damage Resistances bludgeoning, piercing, and slashing from itself on a success. If a creature’s saving throw is successful or
nonmagical attacks the effect ends for it, the creature is immune to the linnorm’s
Damage Immunities cold, necrotic, poison Frightful Presence for the next 24 hours.
Senses darkvision 60 ft., passive Perception 18
Languages Aklo, Common, Draconic, Giant, Sylvan LEGENDARY ACTIONS
Challenge 15 (13,000 XP) The crone queen 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.
Bitter Cold. A creature that starts its turn adjacent to a crone The crone queen regains spent Legendary Actions at the start of
queen or successfully hits one with a melee weapon attack its turn.
takes 7 (2d6) cold damage.
• Detect. The crone queen makes a Wisdom
Legendary Resistance (3/Day): If the crone queen fails a saving (Perception) check.
throw, it can choose to succeed instead.
• Shield of Frost. The crone queen
Magic Resistance. The crone queen has advantage on saving creates a shield of ice which causes
throws against spells and other magical effects. the next attack roll against her to
have disadvantage.
ACTIONS • Winter’s Chill (Costs 2
Multiattack. The crone queen can use its Frightful Presence. It actions). The crone
then makes three ice staff attacks or two claw attacks. queen casts cone of
cold, requiring a
Ice Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one
DC 18 Constitution
target. Hit: 17 (2d10 + 6) bludgeoning damage plus 14
saving throw.
(4d6) cold damage. If a creature is hit with two ice staff
attacks in one turn it must succeed a DC 18 Constitution
saving throw or gain a level of exhaustion.

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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FASTACHEE
Fastachees are mysterious, wise, and generous fey who foster Fastachee
the growth of nearby plants. Many communities who interact Tiny fey, neutral good
with them revere them as bringers of food and medicine, as Armor Class 17 (natural armor)
well as protectors of crops. These fey have a particularly strong
Hit Points 182 (28d4+112)
connection to corn; they regularly project their senses through
corn plants to monitor the health of the field and search the Speed 30 ft.
local area for threats. They prefer to avoid direct confrontation STR DEX CON INT WIS CHA
if possible, using their ability to originate their spells from
6 (–2) 23 (+6) 18 (+4) 19 (+4) 22 (+6) 17 (+3)
corn plants to harass those they wish to chase away.
Saving Throws Dex +10, Wis +10
Damage Resistance bludgeoning, piercing, and slashing from
nonmagical attacks
Skills Acrobatics +10, Medicine +10, Nature +8, Perception +10
Senses passive Perception 20
Languages Common, Sylvan
Challenge 11 (7,200 XP)

Bountiful Basket. A fastachee carries a basket full of corn. Once


per minute, a fastachee can refill its basket with 20 ears of corn.
Plant Projection. As an action, a fastachee can project its senses
through every non-creature plant within a radius of 20
miles simultaneously. While projecting its senses in this way,
the fastachee can take no other actions. Alternatively, a
fastachee can project its senses through a single ear of corn
within 20 miles as a bonus action. A fastachee can use an ear
of corn it is projecting through or itself as the origin point of
any spells that it casts.
Spellcasting. The fastachee is an 11th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 18, +10 to hit
with spell attacks), and it needs only verbal components to
cast its spells. It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, resistance
1st level (4 slots): create or destroy water, cure wounds, goodberry
2nd level (3 slots): enhance ability, flaming sphere, lesser restoration
3rd level (3 slots): call lightning, protection from energy, speak
with plants
4th level (3 slots): freedom of movement, stone shape, wall of fire
5th level (2 slots): commune with nature, greater restoration
6th level (1 slot): heal

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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FEY COURTIER
Fey courtiers make deals to the benefit of their royal lieges,
Fey Courtier
forge secret alliances with citizens of foreign lands, and Medium fey, neutral evil
inveigle mortals into endless revels in the inverted fey Armor Class 17 (natural armor)
city while sapping the vitality of their victims to sate their Hit Points 190 (20d8 + 100)
alien appetites. Fey courtiers prefer to employ trickery and
Speed 30 ft.
extortion over direct violence, but don’t shy away from a fight
if it is the fastest way to get what they want. STR DEX CON INT WIS CHA
16 (+3) 28 (+9) 20 (+5) 16 (+3) 17 (+3) 23 (+6)

Senses darkvision 60 ft., passive Perception 13


Languages Aklo, Common, Sylvan, Terran, Undercommon
Challenge 12 (8,400 XP)

Fey Bargain (1/day). The fey grants one creature a limited


form of wish, per the spell but unable to duplicate an effect
exceeding that of a 7th-level spell. In exchange, the creature
is cursed to be carried to a never-ending fey ball every night
in their dreams. Each long rest, the creature must make a
DC 17 Wisdom saving throw or gain no benefits of rest. The
curse may ended by any effect that would end bestow curse,
but the creature also loses any benefit granted by the fey
bargain (if possible).
Innate Spellcasting. The courtier’s innate spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spell attacks). It
can innately cast the following spells, requiring no material
components:
At will: disguise self, faerie fire, message, nondetection, see
invisibility
3/day: major image, polymorph
1/day: etherealness, phantom steed
Magic Weapons. The courtier's attacks are magical.
Spellthrust. When the courtier deals a critical hit, it may spend
a bonus action to cast a spell on the same target. The target
receives disadvantage on any roll it makes as part of this
spell.

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.

11
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FROSTY CHISELER
Frosty chiselers were once master craftsmen and artisans of Frosty Chiseler
the fey until they found themselves changed by a creeping
Small fey, chaotic evil
cold that spread from their hearts to envelope their entire
beings. Now they are demented perversions who delight Armor Class 14 (natural armor)
only in evil acts. They still pride themselves as artists and Hit Points 117 (18d6+54)
craftsmen of unparalleled skill, but now their favorite Speed 30 ft.
medium is a blend of ice and mortal flesh rendered in frosty
blood, pulped entrails, and scooped-out eyes. Frosty chiselers STR DEX CON INT WIS CHA
resemble deformed gnomes with wildly enormous beards of 12 (+1) 22 (+6) 16 (+3) 11 (+0) 13 (+1) 12 (+1)
a thousand jutting icicles. One of their eyes is always larger
than the other and peers from their head like a child’s ball, Saving Throws Dex +8
riddled with bloodshot tracery. The average chiseler stands Damage Immunities cold
only three feet tall but weighs a hefty 100 pounds. Damage Vulnerabilities fire
Frozen Fringes. Frosty chiselers infest the frozen hillsides Skills Deception +5, Stealth +8
on the outskirts of humanoid settlements or any other Senses passive Perception 1
frigid locale where a steady stream of victims is available (an
Languages Common, Sylvan
abandoned trading post in a well-traveled snowy mountain
pass or a frozen riverbed or lake where unsuspecting children Challenge 4 (1,100 XP)
frolic and skate the slick ice). A host of chiselers serve wintry
hags and witches in the still, blue recesses of their ice palaces. Bristle Ice Beard. Whenever an adjacent creature attacks the
There, they craft wonders icy chiseler with a melee attack, it must attempt a DC 14
and horrors beyond mortal Dexterity saving throw to avoid being stabbed by its beard
comprehension out of of ice. On a failure, the creature takes 2 (1d4) piercing and
blocks of ice and captive 3 (1d6) cold damage.
humanoids. Frostwalker. The frosty chiseler can walk across ice and snow
without incurring any penalties. They can also climb up icy
surfaces as if affected by spider climb.
Innate Spellcasting. The frosty chiseler’s spell casting ability
is Charisma (spell save DC 11). It can innately cast the
following spells, requiring no material components:
3/day each: disguise self, stone shape (only affects ice)
1/day each: wall of ice

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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GREMLIN, MONACIELLO
Most often found in urban environments, this gremlin
Monaciello
lives among humanity, taunting religious and scholarly Small fey (gremlin), chaotic evil
organizations with its pranks. Monaciello gremlins are most Armor Class 12
commonly found in monasteries and cathedrals where they Hit Points 16 (3d6+6)
wriggle their way up from the sewers and catacombs to play
Speed 30 ft.
tricks on the devout. A monaciello stands 2-1/2 feet tall and
weighs approximately 20 pounds. STR DEX CON INT WIS CHA
Greedy. These tricksters pull blankets off sleeping clergy 6 (-2) 15 (+2) 14 (+2) 11 (+0) 12 (+2) 13 (+1)
members, harass servants, spoil food, and hide valuables from
their owners. Enamored with gold, they often overinflate Skills Acrobatics +4, Deception +4, Perception +4, Stealth +6
the value of things with illusions, and even throw handfuls Senses passive Perception 14
of gold coins (or illusions of gold coins if they are feeling Languages Deep Speech
especially stingy) to distract creatures on their trail. They
Challenge 1/4 (50 XP)
pull these coins from their ever-present magical bags,
confident they can always pilfer more.
Innate Spellcasting. The gremlin's innate spellcasting ability is
Charisma (spell save DC 11). The gremlin can innately cast
the following spells, requiring no material components:
At will: minor illusion, prestidigitation
1/day each: faerie fire, hypnotic pattern
Magic Bag. A monaciello always carries its pouch with it. This
pouch contains an extradimensional space and operates
like a bag of holding. If this pouch is separated from the
monaciello, all of its former contents are lost, and it becomes
a normal bag that contains the monaciello's treasure of
coins. A monaciello that loses its pouch must create a new
one, a process that takes 1d4 days. Until the new pouch is
finished, it remains a non-magical bag, only becoming a fully
functional extradimensional space once completed.
Magic Resistance. The gremlin has advantage on saving throws
against spells and other magical effects.

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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HOUSE SPIRIT, OVINNIK
Ovinnik Ovinniks make their homes in granaries and drying houses.
These thin, sleek, black-furred humanoids stand only a foot
Tiny fey (house spirit), chaotic neutral
high. Their eyes and features seem catlike, but they bark like
Armor Class 13 dogs to scare away thieves. No one knows why an ovinnik
Hit Points 22 (5d4+10) chooses to take up residence in a particular farm’s threshing
Speed 30 ft., climb 20 ft. house, and few would call on them willingly. A wise farmer
placates resident ovinniks with frequent gifts of warm milk,
STR DEX CON INT WIS CHA pancakes, or dead roosters. By tradition, before the new year,
12 (+1) 17 (+3) 14 (+2) 9 (-1) 14 (+2) 17 (+3) farmers and their families go to the granary to learn their
fates for the future. The ovinnik touches each of them in
Skills Acrobatics +7, Perception +4, Stealth +7 turn. If the ovinnik’s touch is warm, the person will have
Damage Resistances fire good luck; if cold, she will suffer terrible misfortune in the
Senses darkvision 60 ft., passive Perception 14 days ahead.
Languages Common, Sylvan
Challenge 1 (200 XP)

Innate Spellcasting. The ovinnik's innate spellcasting ability is


Charisma (spell save DC 13, +5 to hit with spell attacks). The
ovinnik can innately cast the following spells, requiring no
material components:
At will: hold person, produce flame
1/week: divination
Magic Resistance. The house spirit has advantage on saving
throws against spells and other magical effects.
Nimble Escape. The ovinnik can take the Disengage or Hide
action as a bonus action on each of its turns.
Sneak Attack. Once per turn, the ovinnik deals an extra 3
(1d6) 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 ovinnik that isn’t incapacitated
and the ovinnik doesn’t have disadvantage on the attack roll.

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 goat’s lantern. Once captured, the lantern goat slowly digests
the creature’s soul over a period of 1 hour, using it to fuel its
Medium undead, chaotic evil dark energies. This does not kill the creature until the soul is fully
Armor Class 15 (natural armor) digested. A creature slain in this manner can only be returned to
life by a resurrection, true resurrection, or wish spell. If the lantern
Hit Points 105 (14d8+42)
goat is slain and the lantern destroyed, the soul is released back
Speed 30 ft. to the body if still living. The lantern cannot be destroyed or
removed until the lantern goat is destroyed.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 17 (+3)
ACTIONS
Saving Throws Cha +6, Dex +7 Multiattack. The lantern goat makes one headbutt attack and
Skills Acrobatics +7, Perception +3, Stealth +7 two hoof attacks.
Damage Immunities necrotic, poison Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d6 + 7) bludgeoning damage.
Condition Immunities charmed, frightened, paralyzed,
poisoned, unconscious Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 7) slashing damage.
Senses darkvision 60 ft., passive Perception 13
Languages none
BONUS ACTIONS
Challenge 6 (2,300 XP)
Fear Light. A lantern goat can emit an ugly yellow light from
the lantern around its neck. All creatures within 60 feet that
Lifesense. A lantern goat notices and locates living creatures view this light must succeed a DC 14 Wisdom saving throw
within 60 feet. or become frightened and stunned for 1 minute. An affected
Soul Capture. Any living creature reduced to 0 Hit Points while creature can repeat this saving throw at the end of each of its
within 60 feet of a lantern goat must succeed on a DC 14 turns in order to break free of these effects. A creature that
Charisma saving throw or have its soul drawn into the lantern cannot see the light is immune to this ability.

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.

15
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LESHY, GOURD
Gourd Leshy Superstition and love of rituals run deep in gourd leshys.
Small plant (leshy), neutral They do their best to exactly reproduce what worked before
Armor Class 12 with every trivial activity, and change seemingly random
Hit Points 13 (2d6+6) details when attempting tasks they previously failed. Gourd
leshys collect random odds and ends as good luck charms,
Speed 20 ft.
ranging from polished stones to bird feathers to tarnished
STR DEX CON INT WIS CHA coins. Credulous to a fault, gourd leshys believe nearly
anything they hear from those they trust. However, their
6 (-2) 15 (+2) 16 (+3) 6 (-2) 11 (+0) 15 (+2)
admittedly hollow heads still hold memories, and a gourd
Damage Resistances lightning, thunder leshy betrayed rarely forgets.
Skills Perception +2, Stealth +6 As gourd leshys aren’t particularly strong, they often fight
Senses darkvision 60 ft., passive Perception 12 dirty. One favorite trick is to wait for an enemy to come within
striking distance while in gourd form so that they can assume
Languages Druidic, Sylvan
their true form and make a sneak attack in the same round.
Challenge 1/8 (25 XP)
Growing a Gourd Leshy. Gourd leshys grow best in small
vegetable patches or in sunny meadows. Carving eyes and a
Gourd Speech. Gourd leshies can communicate with grounds, mouth into a growing gourd leshy’s “face” is an important
asking them about events within the past day, gaining part of the growth ritual, for neglecting to do this robs the
information about creatures that have passed, weather, and gourd leshy of its ability to see or speak. The exact nature
other circumstances, within a radius of 30 feet. and appearance of a gourd leshy’s features can vary wildly
Keepsake. Gourd leshys can pop off the top of their heads and between individuals. Creating it requires 500 gp of materials,
store a single object such as a dagger or potion inside. While a DC 11 Nature check, and casting entangle, mending, and
within the leshy’s head, the item is warded by nondetection. plant growth.
In addition, after 24 hours, the item within is cleaned and
polished, and, if damaged, repaired as if by a mending spell.
Pass Without Trace. In areas of natural vegetation, a leshy
can’t be tracked except by magical means. The leshy leaves
behind no tracks or other traces of its passage.
Verdant Burst. When slain, a leshy explodes in a burst of fertile
energies. All plant creatures within 30 feet of the slain leshy
regain 6 (1d8+2) Hit Points, and gourds quickly infests the
area. If the terrain can support the growth of gourds, the
undergrowth is dense enough to make the region into difficult
terrain for 24 hours, after which the plant life diminishes to
a normal level; otherwise, the plant life has no significant
effect on movement and withers and dies within an hour.

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.

16
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POOKA
Capricious in nature, pookas are always in search of fun, Pooka
though they don’t often care who they inconvenience with
Tiny fey, chaotic neutral
their antics—they’re just in it for the whimsy. Always chaotic
in nature, some pookas are cruel, some are good-natured, Armor Class 11 
and others are slightly unhinged. There’s no way to tell Hit Points 12 (5d4)
which kind one is just by looking at it; only by interacting Speed 30 ft. 
with a pooka does its nature become clear. A pooka measures
1 to 2 feet from eartips to tail and weighs up to 15 pounds. STR DEX CON INT WIS CHA
Nonsensical. However, having a conversation with a pooka 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
isn’t easy. Though they’re intelligent, pookas speak in
Skills Perception +4, Stealth +5
choppy, simple sentences filled with obscure metaphors and
nonsensical references. Most creatures who converse with a Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren't cold iron
pooka usually misunderstand it the first time and have to ask
the creature to repeat itself. Even their telepathy is filled with Senses darkvision 60 ft., passive Perception 14
strange images and references, such as representing the word Languages Common, Sylvan; telepathy (touch only)
“elf ” with the face of an elf it knew long ago, colloquialisms Challenge 1 (200 XP)
that only make sense to native speakers of Sylvan, and so on. Proficiency Bonus +2
Oddly Friendly. Pookas thrive when in the company
of others, and they frequently find companionship in a
Innate Spellcasting. The pooka's innate spellcasting ability is
particular individual whether the camaraderie is wanted or
Charisma (spell save DC 14). The pooka can innately cast the
not. Pookas prefer creatures of
following spells, requiring no material components:
chaotic alignments, don’t trust
those with lawful alignments, At will: detect magic, druidcraft, invisibility (self only),
pooka dust (as a sleep spell as the target becomes
and find most people with
intoxicated), pooka poison (as an 11th-level poison spray)
neutral alignments boring.
3/day each: silent image
Pookas pull pranks to get to
know a person and stay near them 1/day each: suggestion
to observe the results, invisibly
perched on a shoulder or clinging Magic Resistance. The pooka has advantage on saving throws
to an article of clothing. As they usually against spells and other magical effects.
communicate with their unlucky target
(whom they call “friend”) using telepathy,
ACTIONS 
the person’s erratic reactions to the unseen
pooka’s pranks and mental “voice” can Dagger. Melee Weapon Attack: +2 to hit, reach 0 ft., one
make the target appear insane. The target. Hit: 2 (1d4) piercing damage.
pooka doesn’t mind a little rough Wild Shape. The pooka may use the polymorph spell to turn into
retaliation, but flees any attempts to a cat, goat, rabbit or raven.
kill it.
Some pookas can be helpful, and
farmers often leave a portion of their
harvest behind as a tribute for any resident
pookas. A pooka who is satisfied with
such a gift may leave that farmer
alone for an entire year, while
a pooka who feels slighted by
the offering may relentlessly
mock the farmer and cause
minor accidents
on the farm.

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POPPET
Poppets resemble humanoid mannequins,
with tiny poppets standing 1 foot tall and
weighing 6 pounds while Small poppets are the
size of a human toddler, standing about 2 feet tall
and weighing 30 pounds. Their faces have only the
crudest features, if any at all.
Each poppet is connected to a wooden token as a part of
its creation, typically shaped into a doll or piece of jewelry.
The poppet follows orders given by the individual keyed
to this token, so long as that individual carries or wears
the token. The individual currently keyed to the token can
give it to another—transferring control of the poppet—in a
1-minute ritual. This transfer is typical when a poppet is sold
to a new owner.
Poppets have no minds of their own, and so carry
out orders explicitly as they are instructed, even if their
situation makes the command nonsensical. Poppets
can only perform simple manual labor, but they can be
commanded to perform simple tasks at certain times, or
when certain conditions are met.
powerful spells to complement their innate abilities. The
spells of faerie pseudodragons tend to focus on tools that
can be used to create or enhance pranks, and illusion and
enchantment spells are particularly popular.

Poppet, Tiny Poppet, Small


Tiny construct, neutral Small construct, neutral
Armor Class 12 Armor Class 11
Hit Points 5 (1d6+2) Hit Points 16 (3d6+6)
Speed 20 ft. Speed 20 ft.

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)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Damage Vulnerabilities fire Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 7 Senses darkvision 60 ft., passive Perception 7
Languages understands the languages of its creator but can’t Languages understands the languages of its creator but can’t
speak speak
Challenge 0 (10 XP) Challenge 1/8 (25 XP)

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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OPEN GAME LICENSE Version 1.0a this License. You must affix such a notice 10. Copy of this License: You MUST include
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Deep Magic for 5th Edition © 2020 Open Pathfinder Campaign Setting: Magnimar, City Pathfinder Roleplaying Game Bestiary 5
Design LLC; Authors: Dan Dillon, Chris of Monuments, © 2012, Paizo Publishing, © 2015, Paizo Inc.; Authors: Dennis Baker,
Harris, and Jeff Lee. LLC; Authors: Adam Daigle and James Jacobs. Jesse Benner, John Bennett, Logan Bonner,
Familiars & Companions, Copyright 2017, Troll Pathfinder Campaign Setting: Nidal, Land of Creighton Broadhurst, Robert Brookes,
Lord Games; Author Casey Christofferson, Shadows © 2018, Paizo Inc.; Authors: Liane Benjamin Bruck, Jason Bulmahn, Adam
Justin Bacon, Tommy Ruteledge, Josh Hubbel, Merciel, with Lyz Liddell, Ron Lundeen, and Daigle, Thurston Hillman, Eric Hindley, Joe
Lance Hawvermile, Luke Johnson, Stephen Mark Moreland. Homes, James Jacobs, Amanda Hamon Kunz,
Vogel and Dave Zenz. Ben McFarland, Jason Nelson, Thom Phillips,
Pathfinder Campaign Setting: Occult Bestiary Stephen Radney-MacFarland, Alistair Rigg,
Forest Kingdom Campaign Compendium © 2015, Paizo Inc.; Authors: Josh Colon, John Alex Riggs, David N. Ross, Wes Schneider,
5e © 2017, Legendary Games; Lead Designer Compton, Paris Crenshaw, Adam Daigle, David Schwartz, Mark Seifter, Mike Shel, James
Jason Nelson. Authors: Clinton J. Boomer, Eleanor Ferron, James Jacobs, Joe Homes, L. Sutter, and Linda Zayas-Palmer.
Benjamin Bruck, Matt Goodall, Tim Mikko Kallio, Mike Kimmel, Ron Lundeen,
Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Kate Marshall, Kalervo Oikarinen, Stephen Pathfinder Roleplaying Game Bestiary 6 ©
Thomas J. Phillips, Alistair J. Rigg, David N. Radney-MacFarland, and F. Wesley Schneider. 2017, Paizo Inc.; Authors: Robert Brookes,
Ross, Neil Spicer, Amber Stewart, Russ Taylor, Benjamin Bruck, John Compton, Paris
Pathfinder Campaign Setting: Qadira, Jewel Crenshaw, Adam Daigle, Crystal Frasier, James
Michael D. Welham, Linda Zayas-Palmer. of the East © 2016, Paizo Inc.; Authors: Jessica Jacobs, Thurston Hillman, Tim Hitchcock,
Legendary Planet Adventure Path (5E) © 2020, Price, with John Compton. Brandon Hodge, Jason Keeley, Isabelle Lee,
Legendary Games; Authors: Matt Goodall, Jim Pathfinder Campaign Setting: Taldor, The Jason Nelson, Tim Nightengale, F. Wesley
Groves, Steven T. Helt, Tim Hitchcock, Jason First Empire © 2017, Paizo Inc.; Authors: Schneider, David Schwartz, Mark Seifter, Todd
Nelson, Richard Pett, Tom Phillips, Mike Shel, Mark Moreland, with Crystal Frasier, Violet Stewart, Josh Vogt, and Linda Zayas-Palmer.
Neil Spicer, Mike D. Welham Hargrave, and Isabelle Lee. Tome of Beasts. Copyright 2016, Open Design;
Pathfinder 11: Skeletons of Scarwall. Copyright Pathfinder Campaign Setting: The First World, Authors Chris Harris, Dan Dillon, Rodrigo
2008, Paizo Publishing LLC. Author: Greg A. Realm of the Fey © 2016, Paizo Inc.; Author: Garcia Carmona, and Wolfgang Baur.
Vaughan James L. Sutter. Tome of Beasts 2. © 2020 Open Design LLC;
Pathfinder Adventure Path #115: Trail of the Pathfinder Roleplaying Game Core Rulebook. Authors Wolfgang Baur, Celeste Conowitch,
Hunted © 2017, Paizo Inc.; Authors: Amber © 2009, Paizo Publishing, LLC; Author: Jason Darrin Drader, James Introcaso, Philip
E. Scott, with Crystal Frasier, Luis Loza, Ron Bulmahn, based on material by Jonathan Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind,
Lundeen, Tonya Woldridge, and Linda Zayas- Tweet, Monte Cook, and Skip Williams. Mike Welham.
Palmer.
Pathfinder Roleplaying Game Bestiary. © Tome of Horrors © 2018, Frog God Games,
Pathfinder Adventure Path #116: Fangs of War 2009, Paizo Publishing, LLC; Author: Jason LLC; Authors: Kevin Baase, Erica Balsley,
© 2017, Paizo Inc.; Authors: Ron Lundeen, Bulmahn, Brian Cortijo, Adam Daigle, Mike John “Pexx” Barnhouse, Christopher Bishop,
with John Compton, Adam Daigle, Crystal Ferguson, Joshua J. Frost, James Jacobs, Rob Casey Christofferson, Jim Collura, Andrea
Frasier, Michelle Jones, and Mark Moreland. McCreary, Erik Mona, Sean K Reynolds, F. Costantini, Jayson ‘Rocky’ Gardner, Zach
Pathfinder Adventure Path #126: Beyond Wesley Schneider, Lisa Stevens, James L. Glazar, Meghan Greene, Scott Greene, Lance
the Veiled Past © 2018, Paizo Inc.; Authors: Sutter, and Greg A. Vaughan. Hawvermale, Travis Hawvermale, Ian S.
Thurston Hillman, with Robert Brookes, Pathfinder Roleplaying Game Bestiary 2. © Johnston, Bill Kenower, Patrick Lawinger,
Eleanor Ferron, Crystal Malarsky, and Scott 2010, Paizo Publishing, LLC; Author: Wolfgang Rhiannon Louve, Ian McGarty, Edwin Nagy,
Sharplin. Baur, Jason Bulmahn, Adam Daigle, Graeme James Patterson, Nathan Paul, Patrick N.
Pathfinder Campaign Setting: Chronicle of Davis, Crystal Frasier, Joshua J. Frost, Tim Pilgrim, Clark Peterson, Anthony Pryor, Greg
the Righteous. © 2013 Paizo Publishing, LLC; Hitchcock, Brandon Hodge, James Jacobs, Ragland, Robert Schwalb, G. Scott Swift, Greg
Author: Amber Scott. Steve Kenson, Hal Maclean, Martin Mason, A. Vaughan, and Bill Webb.
Pathfinder Campaign Setting: Druma, Profit Rob McCreary, Erik Mona, Jason Nelson, Wayfinder #18. © 2018, Paizo Fans United;
and Prophecy © 2019, Paizo Inc.; Authors: Patrick Renie, Sean K Reynolds, F. Wesley Authors: Charlie Brooks, Calder CaDavid,
John Compton and Thurston Hillman Schneider, Owen K.C. Stephens, James L. Robert Cameron, Benjamin Chason-Sokol,
Sutter, Russ Taylor, and Greg A. Vaughan. Jeremy Corff, Jason Daugherty, Matthew
Pathfinder Campaign Setting: Horsemen of
Pathfinder Roleplaying Game Bestiary 3. © Duval, Robert Feather, Kim Frandsen,
the Apocalypse: Book of the Damned, Vol. 3
2011, Paizo Publishing, LLC; Author: Jason Wojciech Grucha?a, Amy C. Goodenough,
© 2011, Paizo Publishing, LLC; Author: Todd
Bulmahn, Jesse Benner, Adam Daigle, James Taylor Hubler, Luke Hudek, Chris L. Kimball,
Stewart.
Jacobs, Michael Kenway, Rob McCreary, John Laffan, Crystal Malarsky, Randal Meyer,
Pathfinder Campaign Setting: Irrisen, Land of Patrick Renie, Chris Sims, F. Wesley Schneider, Jacob W. Michaels, Daniel Angelo Monaco,
Eternal Winter © 2013 Paizo Publishing, LLC; James L. Sutter, and Russ Taylor. Stewart Moyer, Dennis Muldoon, Andrew
Author: Mike Shel. Mullen, Dave Nelson, Nicholas S. Orvis, Emily
Pathfinder Roleplaying Game Bestiary 4. ©
Pathfinder Campaign Setting: Isles of the Parks, Lyn Perrine, Amanda Plageman, Matt
2013, Paizo Publishing, LLC; Authors: Dennis
Shackles © 2012, Paizo Publishing, LLC; Roth, André Roy, Stephen J. Smith, Kendra
Baker, Jesse Benner, Savannah Broadway,
Author: Mike Shel. Leigh Speedling, Jeff Taft, Brendan Ward,
Ross Byers, Adam Daigle, Tim Hitchcock,
Pathfinder Campaign Setting: Lands of the Christopher Wasko, Nicholas Wasko, and
Tracy Hurley, James Jacobs, Matt James, Rob
Linnorm Kings © 2011, Paizo Publishing, Kerney Williams.
McCreary, Jason Nelson, Tom Phillips, Stephen
LLC; Authors: Matthew Goodall, Jonathan Radney-MacFarland, Sean K Reynolds, F. Xanathar’s Guide to Everything © 2017
Keith, Colin McComb, and Rob McCreary. Wesley Schneider, Tork Shaw, and Russ Taylor. Wizards of the Coast; Authors: Wizards RPG
Team.

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For even more fey creatures, adventures, magic, and more, check out the Ultimate Faeries Kickstarter today!

Robin Kolly (Order #37812640)


The Faerie Bestiary is an incredible creature collection
for the 5th Edition of the world's most famous roleplaying
game, bringing you monsters from every flavor of
fairy tale and that dance along the borders of dream
and reality with unspeakable grace and wild abandon.
You’ll find nearly 240 incredible creatures from the
Fey Realms both seelie and unseelie alike, from fauns
to forestmaster unicorns, brownies to bandersnatches,
tiny snapdragon leshys and titanic mosslords. You’ll
find dragons of dreams, nightmares, and utter bliss
alongside handmaiden devils, love-cursed erodaemons,
and demons devoted to the destruction of beauty, kindly
hamadryads and lovely lillends, thundering animate
arias to haunt your heroes awake and animate dreams to
plague their slumber. This bestiary contains monsters
from Challenge levels from 0 to 30 and nearly every
creature type, plus appendices on fey-touched beasts
and dreamscapes!

The Faerie Bestiary is the perfect addition to any


wilderness campaign or anywhere the fey have left
their touch on the world, and a perfect companion for
Faerie Campaigns, which provides a wealth of character
options, spells, magic items, adventures, and a wealth
of rules for bringing the weirdling ways of the fey into
your campaign with passion, mystery, and of course a
bargain or two! Enrich your DnD 5E campaign with this
incredible 304-page monster accessory today and Make
Your Game Legendary!

If you are looking for even more incredible bestiary


books that draw upon the myths and legends of the real
world and throughout the history of RPGs, we invite
you to check out the fantastic flair of these monster
accessories in companion volumes like Asian Monsters,
Latin American Monsters, Mythos Monsters, Sea Monsters,
and the Construct Codex!

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Robin Kolly (Order #37812640)

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