Wayward Fey: 6 Fey Creatures to Enchant your Wilderness

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    Acknowledgments

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey 1

    Wayward Fey

    Fey Creatures for Single Encounters

    Each of the fey creatures in this work represent a single encounter that can be easily slotted into

    any adventure that takes place in the Feywild or wilderness or they can be spun together to

    provide an exciting adventure in an enchanted forest. Each of the monsters are presented with

    advice on how to effectively use them in your game. Also included are a few fey-themed options for

    rewarding player characters and a Warlock patron.

    6 Fey Creatures to Enchant your Wilderness

    by Adam Locke

    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,Players Handbook, Monster Manual, Dungeon Masters Guide,D&D Adventurers League, all

    other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses

    are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork

    contained herein is prohibited without the express written permission of Wizards of the Coast.

    2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,

    Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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    Acknowledgments

    I only heard the faint ringing of bells, with a sort of childlikeabandon at first, but then with a frantic ring of warning. AsI crept closer I saw the tiny lights of the little folk sitting on

    their toadstools. Then, realizing too late where I was, Iwasn't there anymore. -Oleg

    Glibboro, Gnome Bard

    Guardians of the VeilChimes are a variety of pixie in the service of the archfey

    known as The Minstrel.They stand some 1 to 2 inches tall

    and appear as tiny boys and girls with roughspun tunics

    and tiny red slippers. A chime carries a little lantern that

    sheds a tiny colored light everywhere it goes, some by hand

    and others with belt straps or twig staves.

    Chimes are friendly to travelers from the Waking World,their charge is to ward them away from fey crossings.

    Chimes congregate around fey crossings in troupes of 3-10,

    sometimes accompanied by other fey or friendly woodland

    beasts.

    Chimes are only found near areas where the Feywild touch-

    es the Material closely, and their gentle ringing voices and

    illusions warn the unwary of the peril of falling from one

    world to another. When it is clear that evil or greed threat-

    ens the Feywild, Chimes transform their groves into per-

    ilous mazes filled with illusions and magical traps.

    Creatures of SongChimes can understand Elven and Sylvan, but cannot

    speak any language. When chimes open their mouths to

    speak, only the musical ringing of bells come out. To folk

    without an appreciation of music they are unintelligible,

    but to those with song in their heart they can be under-

    stood, for such is the magic of their world.

    Chimes are strong with the magic of the fey and are able to

    weave into the tinkling of tiny bells that they speak the

    chords and notes of arcane power taught to them by The

    Minstrel.

    Warlock Patron: The MinstrelThe Minstrel is a powerful archfey concerned with the safekeepingof fey magic too dangerous for the mortal realm. He occasionallytakes warlocks into his service, speaking to them through theChimes that are his agents in the world. He offers the followingbenefits and invocations.

    Warlocks who serve the Minstrel, in addition to the other

    benefits of the Fey atron, gain proficiency in one musicalinstrument.

    Chain act warlocks add Chime to the list of familiars theymay summon.

    Invocations

    !eeper of "ears# The Warlock and companions who travel

    through the Feywild can choose whether or not they areaffected by Feywild Time Warp $%M& pg '(), deliberatelyinvoking the effect or avoiding it entirely. *f the Warlock in+vokes time warp, the normal roll for time dilation is stillmade.

    Chime &uardians# The Warlock can cast the SpiritGuardiansspell once per day, this power recharges at ashort or long rest.

    evel '# *nvocation of assage# The Warlock can castPlane Shift without material components once per day, butcan only travel between the Feywild and Material planes.

    evel -(# The Curse of Merriment# The Warlock can castOtto's Irresistible Dancewithout components or spendinga spell slot once per day.

    ChimeTiny fey, neutral good

    Armor Class 15

    Hit Points 2 (1d4)

    Speed 10 ft., fly 30 ft.

    STR DEX CON INT WIS CHA2 (-4) 20(+5) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

    Skills Perception +3, Persuasion +5

    Senses Passive Perception 13

    Languages Understands Sylvan and Elven, can only speak

    in musical bell sounds, only creatures with proficiency

    in a musical instrument can understand Chimespeak

    Challenge: 1/4(50 XP)

    Magic Resistance.The Chime has advantage on saving

    rolls against spells and other magical effects.

    Innate Spellcasting.The Chime's innate spellcasting abili-ty is Charisma (spell Save DC 13). It can innately cast the

    following spells without material components.

    At will:Detect Magic, Minor Illusion, Light

    1/day each:Dancing Lights, Sleep, Tasha's Hideous Laugh-ter, Unseen Servant, Animal Friendship, Phantasmal Force,Glyph of Warding (usually coded as a Spell Glyph loadedwith Sleep spell)

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey 2

    Chimes

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    Acknowledgments

    Using ChimesChimes are a great encounter to bring characters into the

    Feywild with. When including Chimes in your game, you

    can use them as a special kind of social challenge in which a

    character with proficiency in a musical instrument canquestion them about the goings on around their grove or

    they can serve as a piece of enchanting flavor to warm your

    players up for encounters with more aggressive fey crea-

    tures.

    Chimes are also valuable in your game as keepers of fey

    crossings, and if your players build good relationships with

    the Chimes of an enchanted forest or other area they can

    have easy access to a fey crossing. In this sense, you can use

    Chimes, or maybe even The Minstrel as adventure hooks. A

    prime example is a Chime community that implores thePCs for help with an evil wizard who threatens their grove.

    The reward is free passage to the Feywild.

    As enemies, Chimes are given to avoiding direct conflict, in-

    stead relying on their powers of illusion and traps in order

    to keep intruders at bay.

    When planning a Chime combat encounter, make good use

    of the Glyph of Warding and Phantasmal Force as these are

    the Chime's key sources of damage and enemy control. The

    Chime can also be paired with other fey like Satyrs or

    Streamlings (later in this work) to add some valuable con-

    trol utility to those creatures. The Chime's Animal Friend-

    ship spell can also provide them with allies in the form of

    beasts, so feel free to throw rats, badgers, wolves and other

    woodland animals into the encounter on the Chime's side.

    Chimes are good fey, so they are usually concerned with

    neutralizing intruders in non-lethal fashion such as the

    Sleepspell, but if the enemy proves to be truly dangerous tothem don't hesitate to have your Chimes plant Explosive

    Runes or charmed bears in their groves.

    On WarlocksThe sidebar on Warlocks of the Fey Pact who serve the Min-

    strel is of course for use at your discretion. The Keeper of

    Years invocation is a particularly provocative one and if

    you are wary about playing with time dilation it is a goodidea to restrict access to this particular invocation.

    The Minstrel as a patron gives the warlock in question a fo-

    cus on utility powers that make traveling in the Feywild a

    more easily accessible affair for your group and also equips

    them with a couple of musical and anti-magic tools to add

    some flavor to the whimsical agents of the Lord of Songs. If

    you plan to run a Feywild heavy game, The Minstrel will

    equip your party to easily pass to and find their way in the

    Realm of Fearie at relatively low level.

    Warlocks with the Chain Pact that take The Minstrel will

    gain access to the formidable powers of the Chime, taken

    from the Bard spell list. Perhaps the most powerful spell at

    the command of the Chime's master is theGlyph of Ward-ing, so study this spell carefully before deciding to grant ac-cess to The Minstrel as a patron.

    These things being said, The Minstrel is a rich patron with

    a lot of adventure hook potential. At any session where you

    have little time to prepare, The Minstrel can simply pre-

    sume upon the party to confiscate a dangerous magical

    item it has tracked down. This is good for short-noticegames and also games with a more episodic approach to ad-

    ventures, 'relic of the week' can give you some good

    mileage.

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey

    Chimes

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    They are the pain of inadequacy and the bitterness of lossfashioned into a predator by the woe of the unseelie. Do notsleep deeply in these woods, for the world of dreams is also

    the realm of nightmares.-Lady Zarala of The Black Tower

    Born of Dark DreamsDream Eaters are noncorporeal fey that inhabit the ethere-

    al plane in regions where the deep, dark parts of the Fey-

    wild touch. In these grim demesnes, Fomorian princes and

    Night Hags rest their minds and dwell on their ugliness

    and the sting of rejection by the rest of the fey. From these

    shadowed meditations spring forth living dreams, hungry

    for personalities and life and constantly fading away, like

    the last fleeting moments of a dream before waking.

    Dream Eaters are creatures of dream, and have no shapes or

    bodies of their own. In the dreamscapes they create, they

    take the shapes of the fears and worries of their victims, the

    better to prey on their dreaming minds.

    Spinners of LiesDream Eaters come upon the sleeping minds of victims as

    they dream in areas where the Feywild and Ethereal planes

    are close. Able to discorporate the spirits of their victims

    from their own dreams, they then wrap them in layered

    dreamscapes and slowly drain away their force of will tosustain their own fading existence.

    !reamscapesWhen a %ream ater attacks, it can draw its victims from their owndreams into a %reamscape. *n these realms, the spirits of the vic+tims are bereft of their physical statistics but manifest with anye/uipment and powers they possess in the physical world. The fol+lowing rules apply when in the %reamscape.

    Characters cannot make checks for 0trength, %e1terity orConstitution. 2ny rolls that would normally rely on thesescores instead use *ntelligence for 0trength, Wisdom for%e1terity and Charisma for Constitution.

    2s they do not sleep, elves are immune to the dream

    powers but not the Charisma draining attacks of a %reamater. lves rising from their Trances find that their com+panions cannot be risen from their comatose state by anymeans. 2n elf who is in Trance can choose to deliberatelyenter the %reamscape and play by its rules.

    2 %reamscape includes a number of dream layers e/ualto the number of %reamers inside. ach dream layer in+cludes an encounter3 combat, e1ploration or social3 thatchallenges the %reamer upon which it is based.

    The %ream ater typically uses the Flaws of characters tocompose the dream layers. 2 character with greed as aFlaw would be confronted with vast riches, one with 4e+

    venge would be given the opportunity to face a dream oftheir foe.

    For dream layers without obvious pu55le or combat ele+ments, it may be appropriate to impose a saving rollagainst the %ream ater6s save %C instead $the greedydwarf must bring all of his will to bear to stop passing his

    hands through the piles of gold and focus on the peril ofthe moment).

    When an encounter in a dream level is overcome, thatdream layer collapses. 7nce all of the dream layers havecollapsed, the victims may confront the %ream ater di+rectly in the thereal lane and wake after slaying it.

    Dream EaterMedium fey, neutral evil

    Armor Class 15

    Hit Points 42 (7d8)

    Speed 30 ft.

    STR DEX CON INT WIS CHA- - - 16 (+3) 15 (+2) 18 (+4)

    Skills Stealth +5, Perception +5

    Senses Passive Perception 15

    Languages The Dream Eater is able to communicate in

    any language spoken by a Dreamer caught in its dream-

    scape

    Challenge: 2(450 XP)

    Dreamscape.Each member of the party who is asleep

    counts as a Dreamer. The Dream Eater is able to draw

    Dreamers into a world of fantasy and illusion with a

    number of Dream Layers equal to the number of Dream-

    ers, see the sidebar on Dreamscapes.

    One Fear, Many Faces.The Dream Eater can assume theappearance of any person or creature from the memories

    of the Dreamers, the Dream Eater retains its statistics and

    combat abilities in such forms.

    Charisma Drain.Every hour that Dreamers spend in a

    Dreamscape, they must make a saving roll against the

    Dream Eaters Charisma (DC 15) or their Charisma total is

    reduced by 1. A good night's rest restores the lost Charisma,

    a creature reduced to 0 Charisma is slain.

    Charisma Slam.Reach 5, +7 to hit, victim loses 1d4 points ofCharisma.

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey "

    Dream Eaters

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    Using Dream EatersFirst and foremost, make sure to do your homework. An en-

    counter with a Dream Eater is likely to consume an entire

    gaming session and provides rich opportunities for charac-

    ter development and foreshadowing of things to come inyour game. Preparing for a Dream Eater attack requires

    the DM to become familiar with the flaws and desires of the

    PCs and also to compose several dream scenarios based on

    these things. The Dream Eater is practically a one-monster

    dungeon and should be approached as such.

    A useful flourish with Dream Eaters is to start your players

    in medias resand not reveal to them that they are dreaminguntil they work out it out for themselves. One of your play-

    ers may note that they did not end the last session in a gob-

    lin cave or the party elf can be brought into play behind theothers to make them realize they are not in the Waking

    World.

    It bears repeating that Dream Eaters require a significant

    amount of preparation on your part and make little sense

    to loose on a group of level 1 characters who have not been

    in the game long enough to develop any background at ta-

    ble. Perhaps the Dream Eater assumes the shape of a de-

    feated enemy from a previous adventure or the guise of a

    commoner the PCs failed to rescue- such are the cruel tricks

    of the Dream Eater that make it a memorable encounter,

    and if your group lacks the background to support it, it isbest to leave the Dream Eater for a later time.

    In terms of the attack itself, bear in mind that your physi-

    cally focused characters are at disadvantage in the Dream

    Eater's realm and that the Charisma draining attacks of the

    monster are particularly deadly to even a seasoned group.

    The dream eater itself is easy enough to kill once revealed,

    but if the dream layers took a long time to collapse then the

    Charisma Slam attack could strike down your PCs left and

    right.

    The key to getting a Dream Eater attack right is in striking a

    balance in the Charisma Drain between the sudden realiza-

    tion of a danger and not leaving the party so drained that

    the Dream Eater makes short work of them in the final en-

    counter. Pace the rate of Charisma Drain so that your PCs

    still have some resources to fall back on once they make it

    to the Dream Eater.

    When calculating experience from the attack, include 100

    XP for each Dream Layer collapsed.

    Binding Dream EatersAn arcane magic user of particular power may see the value

    in a Dream Eater slave. If you allow your player to take this

    route, make the process of finding and binding the Dream

    Eater a perilous mission including a confrontation with thecreature.

    Dream Eaters are ravenous for spiritual energy because as

    creatures composed of the fleeting stuff of dreams they are

    constantly on the verge of dissipating into the ether. Once

    bound usingMagic Circleor similar magic, the Dream Eatercan be bargained with, promised a steady supply of spirit in

    return for the services of an assassin.

    Note that the use of a Dream Eater as an instrument of mur-

    der or feeding it victims to keep it alive is explicitly evil,due both to the insidious and fiendish nature of the attack

    and the willingness to bargain with such a force of evil

    rather than destroying it. Consider alignment shift for

    non-evil characters who choose to use Dream Eater assas-

    sins.

    When allowing players to deploy Dream Eater killers

    (which they should not be able to accomplish until level 7-

    10 or so) you can streamline the process of such attacks by

    using an amplified version of theNightmarevariant of the

    Dreamspell. Where the spell normally deals 3d6 psychic

    damage, increase the damage dealt to 6d10. This makes theDream Eater a deadly weapon but also leaves room for the

    occasional survivor of such attacks. Use the Dream Eaters

    save DC instead of the binder's for this attack.

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    Dream Eaters

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    Foolish mortal, to cut my daughters down. When you faceme you face the Forest itself. I am the rage of the sliced, thehowl of the unheeded wind, the pitiless falling of the chill

    rain.-Grandmother Oak of the Twilight Wood

    Matriarch of ForestsDryads are powerful fey in their own right, linked to trees

    as old as the forests they dwell in. In some deep, old forests-

    the oldest there are- are the most ancient of the Grand-

    mother Trees, and their spirits walk the wooded glens of

    their domains with the authority of the elder queens.

    A Grandmother Dryad's tree is an ancient, powerful source

    of life and magic from which the rest of its forest sprung in

    the forgotten past. The Dryad herself is an ageless beauty,no longer the fickle nymph of her youth, she is now a lady

    of considered sophistication and power, among the mighty

    of the fey.

    Mothers of the FeyGrandmother Dryads treat only with the likes of Unicorns

    and archfey as their equals and their descendants who are

    the dryads of the woods in which they rule are both vassals

    and daughters, each contributing to the magical might of

    their matron.

    Grandmother Dryads are neither quick to take action nor

    quick to forgive trespass upon the sanctity of their forests.

    Fey creatures of any kind, and particularly those who love

    the woods, enjoy their protection.

    Marchwards&randmother %ryads have been known to take heroes3 particularly4angers, aladins of the 7ath of 2ncients and %ruids3 into theirservice, naming them Marchwards of the forest and bestowing pow+ers to help them in their charge. &randmother %ryads choose onlythose who have already proven their worth as Marchwards, oftenre/uiring a great task such as the defeat of a hag coven or a fomo+rian lord.

    Marchwards learn the 0ylvan language if they do not al+ready know it.

    Marchwards are granted the &oodberry 8lessing, allowingthem to cast the Goodberryspell once each day.

    Fey creatures recogni5e the Mark of the &randmothersupon the Marchward and will treat them with a degree ofdeference, even creatures such as hags would rather par+ley with the Marchward than openly attack an agent of the&randmother %ryad.

    Grandmother DryadLegendary Medium fey, neutral

    Armor Class 12 (16 withBarkskin)Hit Points 74 (10d8)

    Speed 30 ft.

    STR DEX CON INT WIS CHA10 (+0) 15 (+2) 16 (+3) 13 (+1) 21 (+5) 17 (+3)

    Skills Stealth +5, Perception +8, Nature +4

    Senses Darkvision 60 ft., Passive Perception 18

    Languages Elven, Sylvan, Druidic

    Challenge: 9 (5,000 XP)

    Legendary Resistance (3/day).If the Grandmother Dryad

    fails a saving throw it can choose to succeed instead.

    Innate Spellcasting.The Grandmother Dryad's innate spell-casting ability is Wisdom (spell save DC 16, +8 to hit with

    spell attacks). It can innately cast the following spells, re-

    quiring no material components:

    At will:Druidcraft, Thorn Whip (2d6), Animal Friendship,Charm Person, Tree Stride, Barkskin

    1/day each:Commune with Nature, Conjure Animals, Gust ofWind, Lesser Restoration, Conjure Woodland Beings, GraspingVine, Awaken

    Legendary Actions

    The Grandmother Dryad can take 3 legendary actions.

    Only one legendary action option can be used at a time and

    only at the end of another creature's turn.

    Bitter Rain.Chilling rain falls around the Grandmother

    Dryad to a range of 120 feet. Healing magic and fire magicdo not function for 1 minute within the affected area.

    Mother of the Wood.Plants within 60 feet of the Grandmother Dryad become animate and attack enemies hostile to her

    They attack at the end of the Grandmother Dryad's turn

    with a bonus of +8, those hit by the attack take 2d6 blud-

    geoning damage and are restrained until the end of their

    next turn. The plants remain animate for 1 minute.

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    Grandmother Dryad

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    Using Grandmother DryadHer potent spellcasting puts the Grandmother Dryad on

    par with a Druid of level 9 or 10. She should only rarely be

    encountered alone as her ability to charm animals and hu-

    manoids as well as theConjure Woodland Beingsspellshould provide her with an entourage of followers.

    The Grandmother Dryad can be encountered by PCs as a

    benevolent quest giver or as the fey equivalent of the local

    law enforcement. In most cases though, the Grandmother

    Dryad will avoid directly interacting with the younger

    races, preferring to work through younger dryads or other

    intermediaries.

    In combat, the Grandmother Dryad is a powerful controller

    with the ability to deny healing and restrain movementwith her legendary actions and her spellcasting powers al-

    low her to bring powerfulAwakenedlife and other fey intothe fray in her favor. Taken together, the Grandmother

    Dryad is a field marshal with the ability to grow an army in

    minutes to confront threats to her forest.

    Tactically, the ability of the Grandmother Dryad to castTreeStrideat will makes her supremely mobile on her hometurf, she should be able to pummel most enemies and direct

    her forces from relative safety most of the time.

    Note that the Grandmother Dryad is not bound to her treeas her daughters are, she is the spirit of the forest writ large

    and can travel anywhere that is verdant and wild.

    When portraying the Grandmother Dryad, always take the

    time to try and evoke her immense age and long-view per-

    spective. The Grandmother Dryad should always feel per-

    ilous and powerful, but only rarely should she feel openly

    hostile.

    Grandmother VariantsThe Grandmother Dryad statistics block above describes a

    grandmother of a deciduous tree such as an oak or beech.

    You can use other trees as the basis for the Grandmother,

    changing some of their powers to reflect the themes of suchtrees.

    Grandmother Pine

    Ray of Frostinstead ofThorn Whip(2d8),Sleet Storminsteadof Gust of Wind. When this Gradmother is encountered, sheis attended by polar bears and elves of the north wearing

    white and fur. When her Bitter Rain falls it is instead a ter-

    rible blast of arctic wind and snow.

    Grandmother Palm

    Heat Metalinstead ofGraspng Vine, Phantasmal Forcein-stead ofLesser Restoration.When the Grandmother is en-countered, she is attended by giant snakes, sharks or other

    tropical creatures. When her Bitter Rain falls it is instead

    the oppressive heat of the tropical sun.

    Grandmother Redwood

    The Grandmother is Large instead of Medium and enjoys

    103 hit points instead of 74. She benefits from the constant

    effect of theEnlargespell and can useEnlargeinstead ofLesser Restorationto supply herself with giant allies.

    On MarchwardsWhere treasure and quest rewards are concerned, consider

    the Marchward sidebar. Sometimes a gift of knowledge

    from the elder days or the location of a treasure of the fey

    might be more appropriate, but for champions who prove

    their worth the Marchward is an excellent opportunity for

    lateral character advancement that will let the player enjoy

    some additional flavor and give them new roleplaying op-tions in the Feywild comparable to what a Noble back-

    ground character enjoys in the high castles of the Waking

    World.

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey %

    Grandmother Dryad

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    We ran and ran and the trees seemed to close in on us. Ithought that getting away from those awful hags wasenough to save our skins, but then poor Lis'then ran head

    long into that grove, and there it was, smirking on a narrowbranch.

    -Kimble of Corthwyn, Gnome Rogue

    Unlikely PredatorsIn the groves of dryads and the little hollows where pixies

    and satyrs whisper to each other over cups of wine, word

    passes from fey to fey of the black heart marauders roam-

    ing the woods.

    The Riddle Squirrel is a malevolent fey that delights in feel-

    ing smarter than others. To this end, the squirrel spends

    hours devising and practicing devious riddles. The crea-

    ture grows more powerful as others feel less and less clever,

    until at last it and its minions can gobble their victims up

    before storing away the bones for winter.

    Masters of the MindRiddle Squirrels have powerful minds within their tiny

    frames, allowing them to exert mighty influence on weak-

    willed and powerful alike. They combine the fey magic of

    riddles with this mental discipline, gaining powers that al-

    low them to dominate or destroy the thoughts of their vic-

    tims.

    &iddlesreparing for an encounter with a 4iddle 0/uirrel re/uires a littlee1tra work on the part of the %M. The *nternet is a ripe resource forall kinds of riddles, but finding riddles that are not anachronistic inthe worlds of %9% may be challenging. 8e sure to put aside tenminutes or so to search for a collection of sufficiently difficult andworld3appropriate riddles to present your players with.

    The 4iddle 0/uirrel is a deliberately campy monster. *f you wouldlike to play up the laugh value even more, you can instead chooseabsurdly easy riddles. et the 4iddle 0/uirrel do a lot of build upabout the devious impossibility of its vast intellect before delivering

    such gems as :What is your favorite color.;

    Riddle SquirrelTiny fey, chaotic evil

    Armor Class 12

    Hit Points 12 (3d6)

    Speed 30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA2 (-5) 17 (+3) 8 (-1) 19 (+4) 14 (+2) 13 (+1)

    Skills Stealth +5, Perception +4

    Senses Passive Perception 14

    Languages Telepathy, Common, Sylvan

    Challenge: 3 (700 XP)

    Attack.+5, 1 piercing damage (1d4-5)

    Bemuse.As a reaction to being the target of an attack orspell that requires an attack roll, the Riddle Squirrel fixes

    the target with its curious gaze. The victim must make a

    Wisdom saving roll against the Riddle Squirrel's spell save

    DC or its attack fails and it can take no actions, bonus ac-

    tions or reactions until the end of it's next turn.

    Belittling Laughter.If the victim of the Riddle Squirrel is un-

    able to answer one of its riddles, the Riddle Squirrel cackleswith terrible glee. The effect causes the victim to make all

    saving rolls against magic and psionics with disadvantage

    for one hour.Dispel Magic, Lesser Restorationor other dis-pelling or restorative magic of level 3 or greater ends the ef-

    fect.

    Innate Spellcasting (Psionics).The Riddle Squirrel's innatespellcasting ability is Intelligence (spell save DC 14, +6 to

    hit with spell attacks). It can innately cast the following

    spells, requiring no material components:

    At will:Vicious Mockery, Mage Hand, Unseen Servant1/day each:Dissonant Whispers, Tasha's Hideous Laughter,Calm Emotions, Crown of Madness, Detect Thoughts, Enthrall,

    Hold Person, Suggestion, Conjure Animals (always summons8 giant squirrels, use the statistics block for Giant Rats [MMpg. 327] but grant a climb speed equal to their movementspeed.)

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey '

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    Acknowledgments

    Using the Riddle Squirrel

    When planning an encounter with the Riddle squirrel, con-

    sider the advice in the Riddles sidebar. Any Riddle Squirrel

    encounter should begin with, of course, a challenge of rid-

    dles. Whenever the players fail to answer a riddle, impose

    Belittling Laughter on the victim who failed to answer.

    Once the riddle portion of the encounter is over, the Riddle

    Squirrel immediately calls for reinforcements usingCon-jure Animals. Then, it begins darting between branches andhiding in the trees, pelting the PCs with its powerful psion-

    ics to ensure that the victims are easy prey for the giant

    squirrels.

    The Riddle Squirrel is particularly fragile, even with thepower of Bemuse, so take care to ensure that it remains

    well hidden by stealth or use of cover between spell attacks

    to prevent the party rogue or wizard from making short

    work of the monster.

    Hidden Riches

    Near where the creature attacks, the party can, after defeat-

    ing the Riddle Squirrel, discover it's den- usually a hollow

    tree or small earthen cave.

    Within are the bones of all the travelers the Riddle Squirrel

    and its minions have devoured as well as the possessions

    those travelers carried. A treasure horde CR 0-4 should be

    rolled to determine the items the Riddle Squirrel and its

    minions of unusual size have acquired over the years (DMG

    pg. 173).

    The Riddle Squirrel can be sufficiently dangerous to low-

    level groups that it is an appropriate monster with which to

    offer magical items as treasure.

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    Riddle Squirrel

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    Acknowledgments

    When traveling the roads of the Bright Lands, rememberfirst and foremost to mind your manners, for the bridgesand passes of that world are patrolled by exemplars of proto-col that will make your local nobility look like commonknaves.

    -Oleg Glibboro, Guide to the Veiled Realm

    Guardians of the FeyTraveling by white horse and armed with shining armor

    and keen swords, the knights-errant of the Feywild patrol

    the ways and paths of the enchanted lands seeking honor-

    able duels and evil to defeat.

    In many ways, the Silver Knights are like noble paladins in

    the way they carry themselves, but where a paladin is de-

    voted to the good of the world, the Silver Knight takes mat-

    ters of chivalry and the protocol of honorable combat to un-

    healthy extremes.

    Silver Knights appear as shining suits of silvery armor, but

    within there seems to be nothing but the demand for

    friendly combat, genteel behavior and the metallic echo of

    the Knight's haughty voice.

    Exacting NoblesAll Silver Knights speak with the eloquence of court and ex-

    pect those they meet on the road to afford them the properrespect and use appropriate language. While a Silver

    Knight is unlikely to kill a passer by for failing to tip their

    hat, they are almost sure to challenge the offender to a duel.

    As masters of single combat, few warriors choose to openly

    flaunt the particular ways of the Silver Knights, preferring

    the simple salute or genial greeting to the buffeting the

    Knight is almost sure to deliver if offended.

    !uels and the )odeThe 0ilver !night will rarely strike anyone down for failing to showthe proper respect, but the monster is particularly well suited forthat one player that can6t

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    Acknowledgments

    Using Silver Knights

    The Silver Knight is the most martial of the fey creatures

    presented in this work. As a social encounter, the Silver

    Knight is a perfect creature to introduce for players whoare fond of French Romance and Arthurian Legend.

    The Silver Knight can be an ally and quest-giver as easily as

    a combat encounter along the road. You can even use both,

    a bested Knight offering the party the opportunity to join it

    on its quest to defeat the local dragon or Riddle Squirrel.

    In combat, the Silver Knight should be easy enough to run-

    you are effectively controlling a very difficult to hit Paladin

    fighting with longsword and shield or longsword in two

    hands, if you want to make the Silver Knight a less unas-

    sailable target.

    The ability to useCompelled Duelat will combined with IDemand Satisfaction Sir allows the Knight to draw lippy

    player characters into very one-sided single-combat. In

    groups, combined with other Silver Knights or fey, the

    Knight is an astonishingly effective tank.

    A friendly Silver Knight is enough to allow an otherwise

    under-levelled party to take on significantly dangerous

    monsters by taking heat off of them. Whenever you use a

    Silver Knight as an ally, consider that you are placing a su-

    per-tank Paladin equivalent into the party and scale the

    monsters they fight accordingly.

    Allies and Swordmasters

    The Silver Knight can be an excellent source of powerful

    treasure. It is effectively an animated suit of shiny full-

    plate armor, so take care when you present the challenge todefeat it because you will have handed your players an 18

    AC.

    The Knight who is bested but shown quarter or who is aid-

    ed in its quest is also valuable. The Silver Knight can teach

    any character proficiency with the Longsword, teach those

    proficient in that weapon the Dueling combat style and

    will happily use theFind SteedorMagic Weaponspells to as-sist allies in need with transport or temporary attack pow-

    er.

    Note that the Silver Knight'sMagic Weaponspell allows it tofight with an enchanted sword, but the longsowrd it car-

    ries, unless you equip it otherwise, is entirely mundane.

    As a final reward possibility, the Silver Knight can offer to

    induct a noble warrior into its order. The Silver Knights

    will consider non-Silver Knights honorary members if they

    possess the proficiency with the Longsword and with the

    Duelist style and have assisted one of their number in a

    quest. Induction into the order allows the player character

    to rely on the aid of Silver Knights met throughout the Fey-

    wild- assuming she remembers her manners of course.

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    Silver Knight

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    Acknowledgments

    We came at last to the river, and it was running with a fiercespirit. Sitting on a log near the flowing torrent was a frog-like nixie, and if I had been less careless, I might not have

    been swept away to nearly drown.-Bodger the Bold, Halfling Bard

    Spirits of the RiverIn much the same way that Dryads are bound to and a part

    of their home trees, Streamlings are a part of the rivers they

    travel along. Born at the source of their streams, they travel

    to the mouth, gaze upon the sea, then begin the long jour-

    ney back to where they were born to lay their eggs and die.

    Streamlings are about three feet tall and resemble a sort of

    skinny, froglike humanoid. They have wide, black, bulbous

    eyes that they occasionally lick with their long, slimytongues.

    Flowing Ever OnStreamlings are short lived, and always seem to be in a hur-

    ry to either flow to the end of the river or return to its

    source to spawn. Rarely, they may pause on their route to

    examine something they've never seen before. The Stream-

    lings have a sense of friendly, childlike wonder for the

    world when traveling downstream, replaced with a light-

    hearted determination as they make their way back to

    where they began.

    The rivers they travel become dangerous, and those who

    wish to cross their streams learn either to appease the fran-

    tic nature of the Streamling or else wait until it has passed.

    &egional +ffectsWhen a 0treamling is traveling along a river, it is invigorated andflows more violently and perilously than at other times. The0treamling is unaware that its passing is the cause of such dangerbut is in too much of a hurry most of the time to notice animals andunlucky travelers being swept to their dooms by it6s curious nature.

    2 0treamlng river swells its banks and cannot be forded as it be+comes to deep to walk in. Characters wishing to cross the rivermust make a %C -' 2thletics check with disadvantage to swim orrecover from being swept away. Those who fail this roll are sweptdownstream -d= miles and take >d? bludgeoning damage.

    @ury3rigged rope bridges, hardy rafts and giant turtles created withthe Enlargespell or other magic offer ready ways to cross a riverbeset by the urgency of a 0treamling. The creature is not normallyhostile and can be negotiated with to calm the river if treated withfriendliness.

    StreamlingSmall fey, Chaotic Good

    Armor Class 13 (natural armor)

    Hit Points 28 (4d6)

    Speed 20 ft., swim 40 ft.

    STR DEX CON INT WIS CHA7 (-2) 12 (+1) 17 (+3) 9 (-1) 10 (+0) 14 (+2)

    Skills Stealth +3, Perception +2

    Senses Passive Perception 12

    Languages Sylvan

    Challenge: 2 (450 XP)

    Dagger.+1, 1d4-2 slashing damage

    Slippery Trickster.As a bonus action when in the water, aStreamling can take the Dodge, Hide or Dash action.

    Calm the Roaring River.The Streamling can cause the riveraffected by the effects described in the Regional Effects

    sidebar to recede and become easier to cross, requiring only

    a DC 13 Athletics check with advantage to swim and inflict-

    ing no damage on those washed downstream.

    Innate Spellcasting.The Streamling's innate spellcastingability is Charisma (spell save DC 12, +4 to hit with spell at-

    tacks). It can innately cast the following spells, requiring

    no material components:

    At Will:Poison Spray, Druidcraft1/day each:Waterbreathing (up to 5 targets), Fog Cloud, Jump,

    Counterspell, Conjure Animals (always summons 4 crocodiles[MM pg. 320])

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey 12

    Streamling

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    Acknowledgments

    Using Streamlings

    The Streamling presents a different kind of challenge for

    the players than a combat or social encounter. The Region-

    al Effects sidebar describes the problem of the nearly im-

    passable river. Use a Streamling when you need to create a

    sense of urgency to reach a wilderness or Feywild location,

    the delay that the Streamling is almost sure to impose cre-

    ates a sense of excitement for players not bound to combat.

    If the PCs master the river, grant an appropriate sum of XP.

    The Streamling can of course become the target of attack if

    your players prefer a more militant approach to the crea-

    ture. It's relatively fragile HP and AC are supplemented by

    it's roguelike slipperiness and theCounterspellspell canhelp it avoid being dispatched out of hand by a wizard in anill temper.

    If the Streamling is the target of combat, it will generally

    seek to flee, leaving behind crocodiles to cover its escape

    and perhaps deploying the odd casting ofPoison Sprayor

    Fog Cloudto give the reptiles an advantage.

    Some Streamlings and their offspring can be given the

    name of the river they inhabit, and wise fey know that

    some rivers are simply impassable.

    Streamling Eggs

    The Streamling is the life of the river the same way a Dryad

    is the life of her tree. If you are in need of a villainous plot

    to deploy, have your ne'er-do-well brigand lord or goblinchieftain steal the egg of the dying Streamling from the

    source of the river before it can hatch.

    The egg of the Streamling appears as a lustrous pearl about

    the size of a child's fist and it cannot hatch except in water.

    The egg will keep almost indefinitely and is almost impos-

    sible to destroy, such is its magical shell. However, the egg

    can only hatch when immersed in water at the source of the

    river from which it's parent sprang.

    If the egg does not hatch, the source of the river will beginto die, and water will cease to flow from it within 1 week of

    the old Streamling's passing. A shallow pool is left in it's

    place.

    The mountain springs where the Streamlings nest can be

    restored if so diminished by returning the egg to its nest

    and ensuring that the new Streamling hatches and gets on

    its way to the sea.

    The restoration of a Streamling's river can make an excel-

    lent adventure, especially if your PCs met the old Stream-

    ling in a previous session.

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    Streamling

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    Acknowledgments

    It's my hope that this work helps you to unlock some of the

    more fantastic storytelling potential of the Feywild and

    that you enjoy and laugh at the times you have playing with

    these creatures. Thank you very much for downloading my

    work, it's my great privilege to share my hobby with you.

    -Adam Locke

    Special thanks to Dale Robbins who created the superb

    OpenOffice template that was used to produce this work. A

    week of formatting was reduced to a pleasant day of tran-

    scribing DM notes to PDF (after installing a font or two).

    Thanks are also in order for my players and friends whohave participated in the rewarding and often hilarious ses-

    sions that constituted the playtesting for these creations

    and of course to my darling Chris, who has never hesitated

    to give me a proofreading.

    In no particular orderJordan Bennett, Joe Ayers, Nicolas Belizzi, Alex Hogan, Jeff

    Loeser, Nick Jones, Ingrid Ericson, Martin Oscarsson, Jonas

    Hadders and Robert Arntsen

    Not for resale. Permission granted to print or photocopy this document for personal use only. Wayward Fey 1"