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Anyone converted previous edition Fey?
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<blockquote data-quote="the Jester" data-source="post: 8401099" data-attributes="member: 1210"><p>Here you go- please note that my spriggan was done before the official version, so think of mine as an alternate. I'm not sure what the character limit on posts is these days, so I will be splitting this in two.</p><p></p><p>Forgive the formatting, this is a quick cut and paste:</p><p></p><p><strong><u>BROWNIE</u></strong></p><p><strong></strong></p><p><strong>Source: </strong>1e <em>Monster Manual.</em></p><p></p><p>A brownie is a small fey relative of the halfling, reputed to have mixed halfling and pixie blood. Shy but friendly to good folk, brownies usually live in isolated, pastoral settings. Some secret themselves in small villages, living alongside humans and their ilk, but most prefer to maintain a more distant relationship with their larger cousins.</p><p></p><p>A brownie stands between 18” and 24” tall and weighs about 10 lbs. It has nut-brown skin and red, curly hair. Brownies tend to wear bright green, yellow, or red clothes, usually with bright buckles on their shoes and belts.</p><p></p><p><strong>Aid to the Good.</strong> Brownies are usually willing to aid good creatures in need when they encounter them. They distrust neutral creatures and despise evil, shunning, hindering, or even attempting to kill those whom the brownies believe to be malign.</p><p></p><p><strong>Brownie Treasure. </strong>A group of ten to twenty brownies has a 20% chance each of having 1d6 gems, 1d4 art objects, and 1d4 potions. A group of 21 or more brownies instead has a 30% chance each of having 2d6 gems, 1d6 art objects, and 1d6 potions.</p><p></p><p><strong><u>Brownie</u></strong></p><p><em>Tiny fey, lawful good</em></p><p><strong>Armor Class</strong> 14</p><p><strong>Hit Points</strong> 5 (2d4)</p><p><strong>Speed </strong>30 ft.</p><p> </p><p><strong>STR 6 (-2), DEX 18 (+4), CON 10 (+0),</strong></p><p><strong>INT 14 (+2), WIS 14 (+2), CHA 13 (+1)</strong></p><p>-</p><p><strong>Saving Throws </strong>Str +0, Con +2, Wis +4, Cha +3</p><p><strong>Skills</strong> Arcana +4, Nature +4, Stealth +6, Survival +4</p><p><strong>Senses</strong> passive Perception 12</p><p><strong>Languages</strong> Halfling, Sylvan</p><p><strong>Challenge </strong>½ (100 xp)</p><p> </p><p></p><p><strong><em>Innate Spellcasting. </em></strong>The bronwie's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:</p><p> At will- <em>dancing lights.</em></p><p> <em></em>1/day- <em>confusion, misty step, mirror image.</em></p><p></p><p><strong><em>Keen Hearing and Sight. </em></strong>The brownie gains advantage on Wisdom (Perception) checks based on sight and hearing.</p><p></p><p><strong>ACTIONS</strong></p><p><strong><em>Dagger. </em></strong><em>Melee or Ranged Weapon Attack: </em>+6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit: </em>6 (1d4+4) piercing damage.</p><p></p><p><strong><em>Fade Away. </em></strong>Until the end of its next turn, the brownie becomes invisible to creatures that are more than 5' away from it.</p><p></p><p><strong><u>NYMPH</u></strong></p><p><strong></strong></p><p><strong>Source: </strong>1e <em>Monster Manual.</em></p><p><em></em></p><p> <em></em>A nymph is a fey incarnation of beauty. Reclusive and vain, a nymph is so gorgeous that merely seeing one can blind or kill a creature. A nymph sometimes guards hidden areas of great natural beauty, preventing other creatures from despoiling it through persuasion, magic and the power of the nymph's allies.</p><p></p><p><strong>Unearthly Beauty. </strong>As an embodiment of beauty, a nymph is a dazzling vision, often draped in diaphanous clothing that is easily removed. It is so beautiful that other creatures can sometimes acquire a small piece of its glamor; for example, a female humanoid that bathes in the same water as a nymph within 1 hour of the nymph's having done so increases its Charisma score and maximum by 2 for 24 hours. Sometimes nymph hair or blood is required by the recipes for certain magic items involving beauty or vanity.</p><p></p><p><strong>Dalliances with Mortal Creatures. </strong>A nymph tends to enjoy romance with humans, elves, and other beautiful mortal creatures. While its flighty nature means that such relationships are usually fleeting, sometimes they result in half-nymph offspring that share a small portion of the nymph's beauty. Nymphs aren't very good parents, being too self-involved and narcissistic to pay much attention to something as needy as a child.</p><p></p><p>When a nymph is either tricked into dallying with a fiend or somehow finds itself sufficiently interested in one, such offspring show both sides of their nature as a forlarren. The nymph inevitably casts such a child out, showing no maternal instincts toward it whatsoever.</p><p></p><p><strong>Nymph Treasure. </strong>Nymphs love beautiful things and are often showered with gifts by would-be suitors and other visitors. A nymph has a 25% chance each of having 2d6 gems and 1d4 art objects and a 20% chance each of having 1d4 potions and 1 random magic item. A group of two to six nymphs instead has a 60% chance each of having 3d8 gems and 2d6 art objects, as well as a 35% chance each of having 1d6+1 potions and 1d2 random magic items. A group of seven or more nymphs instead has a 60% chance each of having 5d10 gems and 3d6 art objects, as well as a 50% chance each to having 2d6 potions and 1d4 random magic items.</p><p></p><p><strong><u>Nymph</u></strong></p><p><em>Medium fey, chaotic good</em></p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 27 (6d8)</p><p><strong>Speed </strong>30 ft.</p><p> </p><p><strong>STR 10 (+0), DEX 17 (+3), CON 10 (+0),</strong></p><p><strong>INT 16 (+3), WIS 17 (+3), CHA 30 (+10)</strong></p><p> </p><p><strong>Skills</strong> Deception +12, Persuasion +12</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Sylvan</p><p><strong>Challenge </strong>4 (1,100 xp)</p><p> </p><p><strong><em>Spellcasting. </em></strong>The nymph is a 7th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:</p><p>Cantrips (at will): <em>druidcraft, guidance, poison spray, shillelagh.</em></p><p>1st level (4 slots): <em>cure wounds, entangle, faerie fire.</em></p><p>2nd level (3 slots): <em>animal messenger, heat metal, lesser restoration.</em></p><p>3rd level (3 slots): <em>call lightning, dispel magic.</em></p><p> <em></em>4th level (1 slots): <em>freedom of movement, ice storm.</em></p><p></p><p><strong><em>Unearthly Beauty. </em></strong>A humanoid that starts its turn within 30' of the nymph and doesn't avert its eyes must make a DC 20 Constitution save or be permanently blinded. If the nymph is nude, a creature that fails its save by 5 or more instead falls to 0 hit points. A creature that is immune to the charmed condition is immune to this effect.</p><p></p><p>A creature that averts its eyes can't see the nymph until the start of the creature's next turn.</p><p></p><p><strong>ACTIONS</strong></p><p><strong><em>Dagger. </em></strong><em>Melee or Ranged Weapon Attack: </em>+5 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit: </em>5 (1d4+3) piercing damage.</p><p></p><p><strong><em>Stunning Glance. </em></strong>The nymph glances at one creature within 30'. The target must make a DC 20 Wisdom save or be stunned for 1 minute, repeating the save at the end of each of its turn and ending the effect on a success. A creature that is immune to the charmed condition is immune to this effect.</p><p></p><p><strong><u>OREAD</u></strong></p><p><strong>Source: </strong>3e <em>Fiend Folio </em>(originally from 1e <em>Deities and Demigods</em>)<em>.</em></p><p></p><p> An oread is a fey creature linked to a mountain, similar to how a dryad is linked to a tree. The oread guards the natural state of its mountain against those who would exploit its resources through mining, quarrying or deforesting it. An individual miner might be warned off and sent on its way, but a large party is likely to meet utter disaster.</p><p></p><p>An oread appears as a stern, handsome woman with stony skin. Its hair appears to be made of strands of stringy lichen, and is white when snow covers its mountain peak. An oread often wears a gown or dress woven from the metals of the mountain, and many wear uncut gems taken from the hidden depths of their mountain.</p><p></p><p><strong>Willing Host for Monsters. </strong>An oread fiercely guards her mountain's untrammeled state, and prefers the presence of monsters over that of more civilized folk, since monsters are less likely to steal away the mountain's treasures. Even a wyvern that lairs in a crack in her mountain, jealously guarding a vein of metal or gems, doesn't actually damage the natural state of the mountain. A clan of dwarves, on the other hand, is bound to tunnel and dig, stealing her mountain's very bones, and such things can't be tolerated.</p><p></p><p><strong>Brilliant Engineers. </strong>Oreads are brilliant stoneworkers and engineers. They rarely use these skills except when arranging deadly traps for those who would exploit their home mountain. An oread has neither need nor desire to build shelter or walls. It prefers to live on the natural ledges and heights of its peak, using its abilities to create deadfalls, avalanches, rockfalls and other similar traps that use the natural surroundings.</p><p></p><p><strong>Oread Treasure. </strong>If an oread's secret cave lair can be found, it is 90% likely to contain 2d4 gems.</p><p></p><p><strong><u>Oread</u></strong></p><p><em>Medium fey, lawful neutral</em></p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 75 (10d6+40)</p><p><strong>Speed </strong>30 ft., burrow 30 ft.</p><p> </p><p><strong>STR 19 (+4), DEX 13 (+1), CON 18 (+4),</strong></p><p><strong>INT 14 (+2), WIS 13 (+1), CHA 16 (+3)</strong></p><p> </p><p><strong>Saving Throws</strong> Dex +3</p><p><strong>Skills</strong> Survival +3</p><p><strong>Damage Immunities </strong>cold</p><p><strong>Senses</strong> passive Perception 11</p><p><strong>Languages</strong> Dwarven, Sylvan, Terran</p><p><strong>Challenge </strong>4 (1,100 xp)</p><p> </p><p></p><p><strong><em>Earth Glide. </em></strong>The oread can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.</p><p></p><p><strong><em>Innate Spellcasting. </em></strong>The oread can innately cast the following spells, requiring no material components and using Charisma as her spellcasting ability (save DC 13, +5 to hit with spell attacks):</p><p>3/day- <em>charm monster </em>(will affect any creature type, but otherwise as <em>charm person</em>), <em>spike growth, stone shape, transmute rock.</em></p><p> <em></em>1/day- <em>earthquake, move earth.</em></p><p></p><p><strong><em>Mountain Dependency. </em></strong>For every hour that the oread spends more than one mile from its mountain, the oread gains one level of exhaustion that it can't lose until it completes a long rest within one mile of its mountain.</p><p></p><p><strong>ACTIONS</strong></p><p><strong></strong></p><p><strong><em>Multiattack. </em></strong>The oread makes two slam attacks.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack: </em>+6 to hit, reach 5 ft., one target. <em>Hit: </em>7 (1d6+4) bludgeoning damage.</p><p></p><p><strong><em>Mountain Step. </em></strong>The oread instantly teleports from one spot on its mountain to another with no chance of error.</p><p></p><p><strong><em>Stone Tell. </em></strong>The oread speaks to a stone or rock area, surface or object. The stone is friendly to her, and can relate what it has overheard or felt, but has no other senses.</p><p></p><p><strong><u>SPRIGGAN</u></strong></p><p><strong>Source: </strong>3e <em>Fiend Folio</em></p><p> <em></em>Spriggans are evil forest-dwelling cousins of gnomes who split from gnomekind eons ago over a joke gone wrong. Spriggans have the magical ability to grow to about the size of an ogre, often delivering a nasty surprise to enemies who underestimate it.</p><p></p><p>Spriggans are disgusting and foul, and carry a rank odor of grease and rancid flesh with them. They mat their red hair with lard to tease it into intimdiating wild shapes, and love to grow it to ridiculous lengths. A spriggan might have a wild, bushy mustache, lambchop sideburns, and a flared beard. Many work to grow exaggerated eyebrows and lashes, too. A spriggan is normally around 3' high, but when it enlarges itself, it grows to about 12' in height.</p><p></p><p><strong>Bad Humor. </strong>Gnomes say that spriggans went bad because they can't take a joke, and there is certainly some truth to that. A spriggan that is the victim of a practical joke is most likely to respond with murderous rage, rather than laughing it off. Nonetheless, spriggans maintain the gnomish interest in jokes and pranks, albeit with a twist toward cruelty, as long as those jokes and pranks are played by the spriggans and not on them.</p><p></p><p><strong> Spriggan Treasure. </strong>A typical spriggan carries 2d12 sp, 1d6 ep, and 2d10 gp. The lair of a pack of three to twelve spriggans also has a 25% chance each of having 1d8 x 100 sp, 1d6 x 100 gp, and 2d10 x 10 gp in trade goods. The lair of a gang of 13 to 40 spriggans instead also has a 30% chance each of having 2d6 x 250 sp, 2d10 x 100 gp, and 3d6 x 50 in trade goods, plus a 10% chance to have 1d4 potions (1-5), 1 piece of magical clothing (6-7), or 1 magic weapon (8-10).</p><p></p><p><strong><u>Spriggan</u></strong></p><p><em>Small fey (gnome), chaotic evil</em></p><p><strong>Armor Class</strong> 15 (chain shirt)</p><p><strong>Hit Points</strong> 22 (5d6+5)</p><p><strong>Speed </strong>25 ft.</p><p> </p><p><strong>STR 13 (+1), DEX 16 (+3), CON 12 (+1),</strong></p><p><strong>INT 11 (+0), WIS 9 (-1), CHA 11 (+0)</strong></p><p> </p><p><strong>Skills</strong> Intimidation +2, Stealth +5</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 9</p><p><strong>Languages</strong> Gnomish, Common, Sylvan</p><p><strong>Challenge </strong>1 (200 xp)</p><p> </p><p></p><p><strong><em>Gnome Cunning. </em></strong>The spriggan has advantage on Intelligence, Wisdom, and Charisma saves against magic.</p><p></p><p><strong><em>Innate Spellcasting. </em></strong>The spriggan is an 8th level caster. Its innate spellcasting ability is Charisma (save DC 10, spell attack +2). It can innately cast the following spells, requiring no material components:</p><p>At will- <em>produce flame, scare</em></p><p> <em></em>1/day- <em>shatter</em></p><p></p><p><strong><em>Martial Advantage. </em></strong>Once per turn, the spriggan can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the spriggan that isn't incapacitated.</p><p></p><p><strong>ACTIONS</strong></p><p><strong></strong></p><p><strong><em>Enlarge </em>(recharges after a short or long rest). </strong>For 1 minute, the spriggan magically increases its size, along with anything it is wearing or carrying. While enlarged, the spriggan is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and saves with advantage. If it lacks the room to become Large, the spriggan attains the maximum size possible for the space available.</p><p></p><p><strong><em>Long Sword. </em></strong><em>Melee Weapon Attack: </em>+3 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if wielded in both hands; or 10 (2d8+1) slashing damage if enlarged, or 12 (2d10+1) slashing damage if enlarged and wielded in both hands.</p><p></p><p><strong><u>Spriggan Enforcer</u></strong></p><p><em>Small fey (gnome), chaotic evil</em></p><p><strong>Armor Class</strong> 15 (chain shirt)</p><p><strong>Hit Points</strong> 54 (12d6+12)</p><p><strong>Speed </strong>25 ft.</p><p> </p><p><strong>STR 17 (+3), DEX 16 (+3), CON 12 (+1),</strong></p><p><strong>INT 14 (+2), WIS 9 (-1), CHA 13 (+1)</strong></p><p> </p><p><strong>Skills</strong> Insight +1, Itimidation +3, Stealth +6</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 9</p><p><strong>Languages</strong> Gnomish, Common, Sylvan</p><p><strong>Challenge </strong>3 (700 xp)</p><p> </p><p></p><p><strong><em>Gnome Cunning. </em></strong>The spriggan has advantage on Intelligence, Wisdom, and Charisma saves against magic.</p><p></p><p><strong><em>Innate Spellcasting. </em></strong>The spriggan is an 8th level caster. Its innate spellcasting ability is Charisma (save DC 11, spell attack +3). It can innately cast the following spells, requiring no material components:</p><p>At will- <em>produce flame, scare</em></p><p> <em></em>1/day- <em>shatter</em></p><p></p><p><strong><em>Martial Advantage. </em></strong>Once per turn, the spriggan can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the spriggan that isn't incapacitated.</p><p></p><p><strong>ACTIONS</strong></p><p><strong><em>Multiattack. </em></strong>The spriggan attacks twice with its battle axe.</p><p></p><p><strong><em>Enlarge </em>(recharges after a short or long rest). </strong>For 1 minute, the spriggan magically increases its size, along with anything it is wearing or carrying. While enlarged, the spriggan is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and saves with advantage. If it lacks the room to become Large, the spriggan attains the maximum size possible for the space available.</p><p></p><p><strong><em>Battle Axe. </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit: </em>7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if wielded in both hands; or 12 (2d8+3) slashing damage if enlarged, or 14 (2d10+3) slashing damage if enlarged and wielded in both hands.</p><p></p><p><strong><em>Frightful Blow </em>(recharges after a short or long rest). </strong>The spriggan makes one attack with its battle axe. If it hits, each ally of the target within 30' that can see the spriggan must succeed on a DC 11 Wisdom save or become frightened of the spriggan until the end of the spriggan's next turn.</p></blockquote><p></p>
[QUOTE="the Jester, post: 8401099, member: 1210"] Here you go- please note that my spriggan was done before the official version, so think of mine as an alternate. I'm not sure what the character limit on posts is these days, so I will be splitting this in two. Forgive the formatting, this is a quick cut and paste: [B][U]BROWNIE[/U] Source: [/B]1e [I]Monster Manual.[/I] A brownie is a small fey relative of the halfling, reputed to have mixed halfling and pixie blood. Shy but friendly to good folk, brownies usually live in isolated, pastoral settings. Some secret themselves in small villages, living alongside humans and their ilk, but most prefer to maintain a more distant relationship with their larger cousins. A brownie stands between 18” and 24” tall and weighs about 10 lbs. It has nut-brown skin and red, curly hair. Brownies tend to wear bright green, yellow, or red clothes, usually with bright buckles on their shoes and belts. [B]Aid to the Good.[/B] Brownies are usually willing to aid good creatures in need when they encounter them. They distrust neutral creatures and despise evil, shunning, hindering, or even attempting to kill those whom the brownies believe to be malign. [B]Brownie Treasure. [/B]A group of ten to twenty brownies has a 20% chance each of having 1d6 gems, 1d4 art objects, and 1d4 potions. A group of 21 or more brownies instead has a 30% chance each of having 2d6 gems, 1d6 art objects, and 1d6 potions. [B][U]Brownie[/U][/B] [I]Tiny fey, lawful good[/I] [B]Armor Class[/B] 14 [B]Hit Points[/B] 5 (2d4) [B]Speed [/B]30 ft. [U] [/U] [B]STR 6 (-2), DEX 18 (+4), CON 10 (+0), INT 14 (+2), WIS 14 (+2), CHA 13 (+1)[/B] - [B]Saving Throws [/B]Str +0, Con +2, Wis +4, Cha +3 [B]Skills[/B] Arcana +4, Nature +4, Stealth +6, Survival +4 [B]Senses[/B] passive Perception 12 [B]Languages[/B] Halfling, Sylvan [B]Challenge [/B]½ (100 xp) [U] [/U] [B][I]Innate Spellcasting. [/I][/B]The bronwie's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: [I] [/I]At will- [I]dancing lights. [/I]1/day- [I]confusion, misty step, mirror image.[/I] [B][I]Keen Hearing and Sight. [/I][/B]The brownie gains advantage on Wisdom (Perception) checks based on sight and hearing. [B]ACTIONS [I]Dagger. [/I][/B][I]Melee or Ranged Weapon Attack: [/I]+6 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit: [/I]6 (1d4+4) piercing damage. [B][I]Fade Away. [/I][/B]Until the end of its next turn, the brownie becomes invisible to creatures that are more than 5' away from it. [B][U]NYMPH[/U] Source: [/B]1e [I]Monster Manual. [/I]A nymph is a fey incarnation of beauty. Reclusive and vain, a nymph is so gorgeous that merely seeing one can blind or kill a creature. A nymph sometimes guards hidden areas of great natural beauty, preventing other creatures from despoiling it through persuasion, magic and the power of the nymph's allies. [B]Unearthly Beauty. [/B]As an embodiment of beauty, a nymph is a dazzling vision, often draped in diaphanous clothing that is easily removed. It is so beautiful that other creatures can sometimes acquire a small piece of its glamor; for example, a female humanoid that bathes in the same water as a nymph within 1 hour of the nymph's having done so increases its Charisma score and maximum by 2 for 24 hours. Sometimes nymph hair or blood is required by the recipes for certain magic items involving beauty or vanity. [B]Dalliances with Mortal Creatures. [/B]A nymph tends to enjoy romance with humans, elves, and other beautiful mortal creatures. While its flighty nature means that such relationships are usually fleeting, sometimes they result in half-nymph offspring that share a small portion of the nymph's beauty. Nymphs aren't very good parents, being too self-involved and narcissistic to pay much attention to something as needy as a child. When a nymph is either tricked into dallying with a fiend or somehow finds itself sufficiently interested in one, such offspring show both sides of their nature as a forlarren. The nymph inevitably casts such a child out, showing no maternal instincts toward it whatsoever. [B]Nymph Treasure. [/B]Nymphs love beautiful things and are often showered with gifts by would-be suitors and other visitors. A nymph has a 25% chance each of having 2d6 gems and 1d4 art objects and a 20% chance each of having 1d4 potions and 1 random magic item. A group of two to six nymphs instead has a 60% chance each of having 3d8 gems and 2d6 art objects, as well as a 35% chance each of having 1d6+1 potions and 1d2 random magic items. A group of seven or more nymphs instead has a 60% chance each of having 5d10 gems and 3d6 art objects, as well as a 50% chance each to having 2d6 potions and 1d4 random magic items. [B][U]Nymph[/U][/B] [I]Medium fey, chaotic good[/I] [B]Armor Class[/B] 13 [B]Hit Points[/B] 27 (6d8) [B]Speed [/B]30 ft. [U] [/U] [B]STR 10 (+0), DEX 17 (+3), CON 10 (+0), INT 16 (+3), WIS 17 (+3), CHA 30 (+10)[/B] [U] [/U] [B]Skills[/B] Deception +12, Persuasion +12 [B]Senses[/B] passive Perception 13 [B]Languages[/B] Sylvan [B]Challenge [/B]4 (1,100 xp) [U] [/U] [B][I]Spellcasting. [/I][/B]The nymph is a 7th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): [I]druidcraft, guidance, poison spray, shillelagh.[/I] 1st level (4 slots): [I]cure wounds, entangle, faerie fire.[/I] 2nd level (3 slots): [I]animal messenger, heat metal, lesser restoration.[/I] 3rd level (3 slots): [I]call lightning, dispel magic. [/I]4th level (1 slots): [I]freedom of movement, ice storm.[/I] [B][I]Unearthly Beauty. [/I][/B]A humanoid that starts its turn within 30' of the nymph and doesn't avert its eyes must make a DC 20 Constitution save or be permanently blinded. If the nymph is nude, a creature that fails its save by 5 or more instead falls to 0 hit points. A creature that is immune to the charmed condition is immune to this effect. A creature that averts its eyes can't see the nymph until the start of the creature's next turn. [B]ACTIONS [I]Dagger. [/I][/B][I]Melee or Ranged Weapon Attack: [/I]+5 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit: [/I]5 (1d4+3) piercing damage. [B][I]Stunning Glance. [/I][/B]The nymph glances at one creature within 30'. The target must make a DC 20 Wisdom save or be stunned for 1 minute, repeating the save at the end of each of its turn and ending the effect on a success. A creature that is immune to the charmed condition is immune to this effect. [B][U]OREAD[/U] Source: [/B]3e [I]Fiend Folio [/I](originally from 1e [I]Deities and Demigods[/I])[I].[/I] [B][I] [/I][/B]An oread is a fey creature linked to a mountain, similar to how a dryad is linked to a tree. The oread guards the natural state of its mountain against those who would exploit its resources through mining, quarrying or deforesting it. An individual miner might be warned off and sent on its way, but a large party is likely to meet utter disaster. An oread appears as a stern, handsome woman with stony skin. Its hair appears to be made of strands of stringy lichen, and is white when snow covers its mountain peak. An oread often wears a gown or dress woven from the metals of the mountain, and many wear uncut gems taken from the hidden depths of their mountain. [B]Willing Host for Monsters. [/B]An oread fiercely guards her mountain's untrammeled state, and prefers the presence of monsters over that of more civilized folk, since monsters are less likely to steal away the mountain's treasures. Even a wyvern that lairs in a crack in her mountain, jealously guarding a vein of metal or gems, doesn't actually damage the natural state of the mountain. A clan of dwarves, on the other hand, is bound to tunnel and dig, stealing her mountain's very bones, and such things can't be tolerated. [B]Brilliant Engineers. [/B]Oreads are brilliant stoneworkers and engineers. They rarely use these skills except when arranging deadly traps for those who would exploit their home mountain. An oread has neither need nor desire to build shelter or walls. It prefers to live on the natural ledges and heights of its peak, using its abilities to create deadfalls, avalanches, rockfalls and other similar traps that use the natural surroundings. [B]Oread Treasure. [/B]If an oread's secret cave lair can be found, it is 90% likely to contain 2d4 gems. [B][U]Oread[/U][/B] [I]Medium fey, lawful neutral[/I] [B]Armor Class[/B] 18 (natural armor) [B]Hit Points[/B] 75 (10d6+40) [B]Speed [/B]30 ft., burrow 30 ft. [U] [/U] [B]STR 19 (+4), DEX 13 (+1), CON 18 (+4), INT 14 (+2), WIS 13 (+1), CHA 16 (+3)[/B] [U] [/U] [B]Saving Throws[/B] Dex +3 [B]Skills[/B] Survival +3 [B]Damage Immunities [/B]cold [B]Senses[/B] passive Perception 11 [B]Languages[/B] Dwarven, Sylvan, Terran [B]Challenge [/B]4 (1,100 xp) [U] [/U] [B][I]Earth Glide. [/I][/B]The oread can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. [B][I]Innate Spellcasting. [/I][/B]The oread can innately cast the following spells, requiring no material components and using Charisma as her spellcasting ability (save DC 13, +5 to hit with spell attacks): 3/day- [I]charm monster [/I](will affect any creature type, but otherwise as [I]charm person[/I]), [I]spike growth, stone shape, transmute rock. [/I]1/day- [I]earthquake, move earth.[/I] [B][I]Mountain Dependency. [/I][/B]For every hour that the oread spends more than one mile from its mountain, the oread gains one level of exhaustion that it can't lose until it completes a long rest within one mile of its mountain. [B]ACTIONS [I]Multiattack. [/I][/B]The oread makes two slam attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack: [/I]+6 to hit, reach 5 ft., one target. [I]Hit: [/I]7 (1d6+4) bludgeoning damage. [B][I]Mountain Step. [/I][/B]The oread instantly teleports from one spot on its mountain to another with no chance of error. [B][I]Stone Tell. [/I][/B]The oread speaks to a stone or rock area, surface or object. The stone is friendly to her, and can relate what it has overheard or felt, but has no other senses. [B][U]SPRIGGAN[/U] Source: [/B]3e [I]Fiend Folio [/I]Spriggans are evil forest-dwelling cousins of gnomes who split from gnomekind eons ago over a joke gone wrong. Spriggans have the magical ability to grow to about the size of an ogre, often delivering a nasty surprise to enemies who underestimate it. Spriggans are disgusting and foul, and carry a rank odor of grease and rancid flesh with them. They mat their red hair with lard to tease it into intimdiating wild shapes, and love to grow it to ridiculous lengths. A spriggan might have a wild, bushy mustache, lambchop sideburns, and a flared beard. Many work to grow exaggerated eyebrows and lashes, too. A spriggan is normally around 3' high, but when it enlarges itself, it grows to about 12' in height. [B]Bad Humor. [/B]Gnomes say that spriggans went bad because they can't take a joke, and there is certainly some truth to that. A spriggan that is the victim of a practical joke is most likely to respond with murderous rage, rather than laughing it off. Nonetheless, spriggans maintain the gnomish interest in jokes and pranks, albeit with a twist toward cruelty, as long as those jokes and pranks are played by the spriggans and not on them. [B] Spriggan Treasure. [/B]A typical spriggan carries 2d12 sp, 1d6 ep, and 2d10 gp. The lair of a pack of three to twelve spriggans also has a 25% chance each of having 1d8 x 100 sp, 1d6 x 100 gp, and 2d10 x 10 gp in trade goods. The lair of a gang of 13 to 40 spriggans instead also has a 30% chance each of having 2d6 x 250 sp, 2d10 x 100 gp, and 3d6 x 50 in trade goods, plus a 10% chance to have 1d4 potions (1-5), 1 piece of magical clothing (6-7), or 1 magic weapon (8-10). [B][U]Spriggan[/U][/B] [I]Small fey (gnome), chaotic evil[/I] [B]Armor Class[/B] 15 (chain shirt) [B]Hit Points[/B] 22 (5d6+5) [B]Speed [/B]25 ft. [U] [/U] [B]STR 13 (+1), DEX 16 (+3), CON 12 (+1), INT 11 (+0), WIS 9 (-1), CHA 11 (+0)[/B] [U] [/U] [B]Skills[/B] Intimidation +2, Stealth +5 [B]Senses[/B] darkvision 60 ft., passive Perception 9 [B]Languages[/B] Gnomish, Common, Sylvan [B]Challenge [/B]1 (200 xp) [U] [/U] [B][I]Gnome Cunning. [/I][/B]The spriggan has advantage on Intelligence, Wisdom, and Charisma saves against magic. [B][I]Innate Spellcasting. [/I][/B]The spriggan is an 8th level caster. Its innate spellcasting ability is Charisma (save DC 10, spell attack +2). It can innately cast the following spells, requiring no material components: At will- [I]produce flame, scare [/I]1/day- [I]shatter[/I] [B][I]Martial Advantage. [/I][/B]Once per turn, the spriggan can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the spriggan that isn't incapacitated. [B]ACTIONS [I]Enlarge [/I](recharges after a short or long rest). [/B]For 1 minute, the spriggan magically increases its size, along with anything it is wearing or carrying. While enlarged, the spriggan is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and saves with advantage. If it lacks the room to become Large, the spriggan attains the maximum size possible for the space available. [B][I]Long Sword. [/I][/B][I]Melee Weapon Attack: [/I]+3 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if wielded in both hands; or 10 (2d8+1) slashing damage if enlarged, or 12 (2d10+1) slashing damage if enlarged and wielded in both hands. [B][U]Spriggan Enforcer[/U][/B] [I]Small fey (gnome), chaotic evil[/I] [B]Armor Class[/B] 15 (chain shirt) [B]Hit Points[/B] 54 (12d6+12) [B]Speed [/B]25 ft. [U] [/U] [B]STR 17 (+3), DEX 16 (+3), CON 12 (+1), INT 14 (+2), WIS 9 (-1), CHA 13 (+1)[/B] [U] [/U] [B]Skills[/B] Insight +1, Itimidation +3, Stealth +6 [B]Senses[/B] darkvision 60 ft., passive Perception 9 [B]Languages[/B] Gnomish, Common, Sylvan [B]Challenge [/B]3 (700 xp) [U] [/U] [B][I]Gnome Cunning. [/I][/B]The spriggan has advantage on Intelligence, Wisdom, and Charisma saves against magic. [B][I]Innate Spellcasting. [/I][/B]The spriggan is an 8th level caster. Its innate spellcasting ability is Charisma (save DC 11, spell attack +3). It can innately cast the following spells, requiring no material components: At will- [I]produce flame, scare [/I]1/day- [I]shatter[/I] [B][I]Martial Advantage. [/I][/B]Once per turn, the spriggan can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the spriggan that isn't incapacitated. [B]ACTIONS [I]Multiattack. [/I][/B]The spriggan attacks twice with its battle axe. [B][I]Enlarge [/I](recharges after a short or long rest). [/B]For 1 minute, the spriggan magically increases its size, along with anything it is wearing or carrying. While enlarged, the spriggan is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and saves with advantage. If it lacks the room to become Large, the spriggan attains the maximum size possible for the space available. [B][I]Battle Axe. [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit: [/I]7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if wielded in both hands; or 12 (2d8+3) slashing damage if enlarged, or 14 (2d10+3) slashing damage if enlarged and wielded in both hands. [B][I]Frightful Blow [/I](recharges after a short or long rest). [/B]The spriggan makes one attack with its battle axe. If it hits, each ally of the target within 30' that can see the spriggan must succeed on a DC 11 Wisdom save or become frightened of the spriggan until the end of the spriggan's next turn. [/QUOTE]
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