Creatures of the Feywild and Other Fey

Arragouset

Fishlike fey that live underwater and in caves along the shore, arragouset occasionally attack humans.

Greatly Jealous. While not fundamentally wicked, arragouset are exteremly jealous creatures. For example, if one arragouset takes a humanoid wife, the rest of the group will stream into the nearest village demanding wives themselves, and turning to violence if refused.

Familial Caretakers. No matter how pitiless to offenders, they care deeply for family and will return to care for distant relatives on the shore, even if the last contact was generations ago.


Arragouset

Medium fey, chaotic neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 36 (8d8)
  • Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 10 (+0) 8 (-1) 7 (-2) 5 (-3)

  • Skills Intimidation +1, Perception +0
  • Damage Resistances Bludgeoning, Cold, Fire, Slashing
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP)

Amphibious. The arragouset can breathe air and water.

Shrieking Fury. The arragouset's weapon attacks are magical. When the arragouset hits with any weapon, the weapon deals an extra 1d8 psychic damage (included in the attack).

Actions

Greatclub. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) bludgeoning plus 4 (1d8) psychic damage

Trident. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) psychic damage or 6 (1d8 + 2) piercing damage plus 4 (1d8) psychic damage if wielding with two hands.


Baku

Bizzare fey that apear to consist of parts from several other beasts, baku eat the nightmares of other creatures.

Dream Eater. Baku eat the nightmares of other creatures, gaining sustanacne as if from food. As such, they will glady remove the effects of harmful abilities that cause nightmares from other creatures.


Baku

Medium fey, chaotic neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 68 (9d8+27)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 8 (-1) 13 (+1) 12 (+1)

  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Sylvan
  • Challenge 2 (450 XP)

Devour Nightmare. The baku can eat the nightmares of a single creature that is either asleep or trancing and has been affected by the dream spell or another ability preventing the benefits of a short or long rest. If the baku spends 1 minute touching the creature, it gains the benefits of the rest as normal and takes no damage from the effect. Additionally, the baku gains enough sustenance to last it one day.

Innate Spellcasting. The baku's innate spellcasting ability is Wisdom (spell save DC 14). The baku can innately cast the following spells, requiring no material components:

At will: friends, misty step

1/day each: dimension door, dream

Actions

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage

Dinosaurs

Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.

Shuvuuia

This tiny insectivore uses its large claws to burrow into wood after prey.

Spinosaurus

Larger than a Tyrannosaurus, this sail-back dinosaur crawps through swampland, catching prey like a crocodile.

Therizinosaurus

This two legged herbivore sports a pair of titanic claws for defense.


Shuvuuia

Tiny beast, unalighned


  • Armor Class 12 (natural armor)
  • Hit Points 1 (1d4-1)
  • Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 8 (-1) 1 (-5) 14 (+2) 3 (-4)

  • Skills Perception +6, Stealth +3
  • Senses Tremorsense 30 ft., Darkvision 30 ft., passive Perception 16
  • Languages
  • Challenge 0 (10 XP)

Keen Hearing and Sight. The shuvuuia has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage.


Spinosaurus

Huge beast, unalighned


  • Armor Class 13 (natural armor)
  • Hit Points 114 (12d12+36)
  • Speed 30 ft., 30 ft. swim

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 3 (-4) 13 (+1) 5 (-3)

  • Skills Intimidation +1, Perception +3, Stealth +3
  • Senses Darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Keen Sight and Smell. The spinosaurus has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12+4) piercing damage.


Therizinosaurus

Huge beast, unalighned


  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d12+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 2 (-4) 11 (+0) 3 (-4)

  • Senses passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Relentless (Recharges after a Short or Long Rest). If the therizionsaurus takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The therozinosaurus makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 12 (3d4+5) slashing damage.

Reactions

Returning Strike. When hit by an attack from a creature within 10 feet, the therizinosaurus can make one claw attack against the creature that hit it as a reaction.

Each Uisge

Malevolent fey that live in the sea, Each Uisge enjoy tricking people onto their backs and dragging them into the sea.

Man Eaters. Each Uisge prey on humanoids, dragging them underwater to devour. They typically appear as horses, attempting to trick humanoids into getting on their backs. They are occasionally willing to be used for manual labor before this, but don't change their behavior afterward.

Man Form. While they most often go after prey in horse form, they can also assume the shape of a humanoid man, and use this specifically to go after humanoid women.


Each Uisge

Large fey (shapechanger), neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 98 (13d10+26)
  • Speed 60 ft., swim 30 ft. (30 ft. in humanoid form)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 15 (+2) 13 (+1) 12 (+1) 13 (+1)

  • Skills Athletics +8, Perception +4
  • Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Aquan, Common, Sylvan
  • Challenge 6 (2,300 XP)

Amphibious. The each uisge can breathe air and water.

Shapechanger. The each uisge can use its action to polymorph into a humanoid or into a horse, or back into its true form, which is a humanoid-horse hybrid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed, although it does appear clothed in humanoid form. It reverts to its true form if it dies.

Sticky Skin. As a bonus action, the each uisge can attempt to grapple a creature touching it. On a sucessful grapple, the target is also restained by the each uisge. Additionally, the each uisge counts as one size larger for the purposes of moving a grappled creature.

Actions

Multiattack. The each uisge makes two attacks with its hooves

Hooves (Horse or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage

Club (Human Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d4 + 5) bludgeoning damage


Itsumade

Appearing as large birds with the faces of humanoids, itsumade show up during a tradgedy.

Reminder of the Forgotten. These large fey appear in regions where causes of mass death are being ignored, scaring those around them.

Callers of Sorrow. The call of an itsumade spreads fear in the surrounding area. Authorities would often rather have them killed than deal with the cuase of their appearance in the region.


Itsumade

Large fey, neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 72 (11d8+22)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 12 (+1) 10 (+1) 12 (+1) 18 (+4)

  • Skills Intimidation +6, Perception +3
  • Damage Resistances cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks
  • Senses darkvision 120, passive Perception 15
  • Languages Auran, Common, Sylvan
  • Challenge 3 (700 XP)

Magic Resistance. The itsumade has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The itsumade's spellcasting ability is Charisma (spell save DC 14). The itsumade can innately cast the following spells, requiring only verbal components:

At will: cause fear

3/day each: fear

Actions

Multiattack. The itsumade makes two attacks with its claws

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage

Reactions

Incite Fear. When another creature moves within range of the itsumade's darkvision, the itsumade can use its reaction to force that creature to make a DC 14 wisdom saving throw or be frightened for 1 round.

Kappa

Aqautic fey that dwell in bodies of water, kappa may help irrigate fields or attack animals for entertainment.

Honorable Trickster. While they enjoy playing pranks or even harming people and livestock, a kappa will abide by any written contract it has entererd. They will also return a deep bow, forgetting this spills the water on their heads.

Waterbound. Kappa are instrinsically tied to the water in which they live. Even when outside it, they must carry some of this water in a way that touches their body. Ussually they use the large depression in their head fo this purpose.


Kappa

Medium fey (shapechanger), neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 65 (10d8+20)
  • Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 9 (-1) 13 (+1) 7 (-2)

  • Skills Athletics +6, Nature +3, Perception +3
  • Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Aquan, Common, Sylvan
  • Challenge 2 (450 XP)

Amphibious. The kappa can breathe air and water.

Rain Dish. The kappa must carry water from its home in the depression in its head. If the Kappa is grappled or the area it is in is engulfed in flame (such as from the fireball spell or a dragon's breath) the kappa's water spills out and it becomes poisoned until the water is replaced.

Wrestler.. The kappa has advantage on athletics (Strength) and acrobatics (Dexterity) that involve grappling.

Actions

Multiattack. The kappa makes two attacks with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage


Kukekubi

Ussually appearing as normal humans, kukekubi's heads are not attached to their bodies, and they typically lack any sort of neck.

Sleep Watchers. Unusually for fey, kukekubi's bodies need rest, and can be found in bed, as if asleep. However, their heads can still fly abound during this time, and often keep watch while the kukekubi's body rests.


Kukekubi

Medium fey, Chaotic Neutral


  • Armor Class 16 (Chain mail)
  • Hit Points 45 (10d8)
  • Speed 30 ft. (fly 30 ft. (hover) head)

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses truesight 10 ft., passive Perception 16
  • Languages Sylvan
  • Challenge 1/2 (100 XP)

Headless. The kukekubi's head is not attached to its body. Its senses (other than touch) are based on the location of the head, which the kukekubi can carry in one hand.

Actions

Spirit Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) necrotic damage

Variant: Flameneck Kukekubi

Some kukekubi have magical flames erupting from where their necks should be. A creature that touches a flameneck kukekubi or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Flameneck kukekubi have a CR of 1

Lake Folk

Living in bodies of water, most of the lake folk are tied to the Seelie court, although more powerful lake folk may choose to oppose forces of evil and greed rather than ally themselves with a court at all.

Water Walkers. All lake folk have the innate ability to walk on water. they can supress or reutrn this ability at any time (no action required) as necessary for travel, storage, or safety.

Gwragedd Annwn

Living in lakes, the gwragedd annwn are typical for lake folk, commanding water, traveling through mist, and teaching the art of healing to other fey and humanoids.

Lady of the Lake

Hiding their givne names, these powerful fey are often asked or magically compelled to guard powerful artifacts until a rightful owner returns for them.

Power Brokers. Not particularly powerful among fey nobles, a lady of the lake is still powerful comapred to most humanoids, and are often asked to work in helping maintain liberty in human governments. Their lawful nature and longgevity makes them particularly well suitend for such tasks.

Stromkarl

These fairy muscicians live in waterfalls, and can be convinced to teach their craft to humanoids offering them food in return.

Master Teacher. If given a fine enough feast, a humanoid can spend 8 hours being taught to play a single instrument by the stromkarl. At the end of the 8 hours, the humanoid takes 1d12 slashing damage, and must make a DC 10 Constitution saving throw, as the stromkarl uses an instrument to shred their hand. On a successful save, the creature gains proficiency with the instrument. If this damage reduces the humanoid to zero hit points, it is stable.


Gwraig Annwn

Medium fey, neutral good


  • Armor Class 20
  • Hit Points 135 (18d8+54)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 22 (+6)

  • Skills History +5, Insight +6, Perception +6,
  • Senses truesight 60 ft., passive Perception 16
  • Languages Common, Elvish, Sylvan
  • Challenge 8 (3,900 XP)

Amphibious. The gwraig annwn can breathe air and water.

Innate Spellcasting. The gwraig annwn's spellcasting ability is Charisma (spell save DC 17). The gwraig annwn can innately cast the following spells, requiring only verbal components:

At will: animal messenger, control water, detect magic, detect poison and disease, shillelagh

3/day each: calm emotions, cure wounds, lesser restoration, misty step, zone of truth

1/day each: disguise self, lightning bolt, greater restoration

Shrieking Fury. The gwraig annwn's weapon attacks are magical. When the gwraig annwn hits with any weapon, the weapon deals an extra 9 (2d8) psychic damage (included in the attack).

Unearthly Grace. While the gwraig annwn is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The gwraig annwn makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +4 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) psychic damage or 8 (1d8 + 4) bludgeoning plus 9 (2d8) psychic damage with shillelagh.


Lady of the Lake

Medium fey, lawful good


  • Armor Class 22
  • Hit Points 179 (21d8+84)
  • Speed 45 ft., swim 45 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 19 (+5) 17 (+3) 20 (+5) 26 (+8)

  • Skills History +5, Insight +6, Perception +6,
  • Senses truesight 60 ft., passive Perception 16
  • Languages Common, Elvish, Sylvan
  • Challenge 14 (11,500 XP)

Amphibious. The lady can breathe air and water.

Innate Spellcasting. The lady's spellcasting ability is Charisma (spell save DC 17). The lady can innately cast the following spells, requiring only verbal components:

At will: animal messenger, calm emotions, control water, detect magic, detect poison and disease, shillelagh, zone of truth

3/day each: cure wounds, disguise self, lesser restoration, misty step,

1/day each: destructive wave, glibness, greater restoration, wall of ice

Magic Resistance. The lady has advantage on saving throws against spells and other magical effects.

Shrieking Fury. The lady's weapon attacks are magical. When the lady hits with any weapon, the weapon deals an extra 9 (2d8) psychic damage (included in the attack).

Unearthly Grace. While the lady is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The lady makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +6 to hit (+12 to hit with shillelagh), reach 5 ft., one target. Hit 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) psychic damage or 12 (1d8 + 8) bludgeoning plus 13 (3d8) psychic damage with shillelagh.



Stromkarl

Medium fey, Chaotic Neutral


  • Armor Class 16
  • Hit Points 45 (10d8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 17 (+3)

  • Skills Deception +5, Insight +4, Persusion +5
  • Senses truesight 60 ft., passive Perception 16
  • Languages Sylvan
  • Challenge 2 (450 XP)

Amphibious. The stromkarl can breathe air and water.

Master Musician. The stromkarl adds twice its proficiency bonus to any check it makes using an instrument.

Spellcasting. The stromkarl is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The stromkarl has following druid spells prepared:

Cantrips (at will): guidance, shillelagh

1st level (3 slots): comprehend languages, disguise self, fog cloud, cure wounds

Unearthly Grace. While the stromkarl is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The stromkarl makes two attacks with its club.

Quarterstaff. Melee Weapon Attack: +3 to hit (+5 to hit with shillelagh), reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage or 7 (1d8 + 3) bludgeoning damage with shillelagh.

Lampads

Living not only in the feywild but also in the lower planes, particularly hades, lampads enjoy terrorizing other creatures.

Feywild Deserters. Lampads have left the feywild behind for the lower planes, although unlike night hags they have maintained their fey nature.

Terrifying Light. Torches a lampad carries are imbued with magical energy, supernaturally terrifiying other creatures that see the light. Extended exposure can lead to madness.

Weed Manipulation. Lampads have the innate ability to control a number of weedlike plants, most often various mints. They typically use this power to create fields of plants inhibiting the movement of other creatures in their immedtaite area.



Lampad

Medium fey, chaotic evil


  • Armor Class 19
  • Hit Points 85 (13d8+26)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 14 (+2) 17 (+3) 21 (+5)

  • Skills Deception +8, Perception +6,
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Abyssal, Common, Sylvan
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The lampad's spellcasting ability is Charisma (spell save DC 16). The lampad can innately cast the following spells, requiring only verbal components:

At will: shillelagh

3/day each: cure wounds, plant growth (as an action), misty step

1/day each: disguise self, hunger of hadar, lightning bolt

Shrieking Fury. The lampad's weapon attacks are magical. When the lampad hits with any weapon, the weapon deals an extra 9 (2d8) psychic damage (included in the attack).

Unearthly Grace. While the lampad is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The lampad makes two attacks with its quarterstaff.

Maddening Light. The lampad causes a torch or other light source it is holding to emit a burst of maddening energy. Every creature other than a fey or fiend within 20 feet of the lampad must make a DC 14 Wisdom saving throw or be frightened of the lampad for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.

Quarterstaff. Melee Weapon Attack: +4 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) psychic damage or 8 (1d8 + 4) bludgeoning plus 9 (2d8) psychic damage with shillelagh.

Marine Reptiles

Elasmosaurus

These relatives of plesiosaurus crane their long necks to the edge of schools of fish, hunting without drawing close.

Hesperornis

This aquatic bird swims down using its webbed feet, using its toothed beak to keep prey from escaping.

Ichtheosaurus

Resembling dolphins, these reptiles similarly play in the waves and form packs to hunt. Their massive eyes allow them to see even in the inky depths.

Mosasaurus

Despite seeming far too massive to ambush anything, mosasaurus dive into the depths below, allowing unsuspecting creatures to pass above before devouring them whole.

Placodus

These sluggish creatures sift for shellfish on the sea floor, almost appearing to graze on sand as they do so.

Pliosaurus

These relatives of plesiosaurus posses much larger heads on shorter necks, allowing them to hunt large prey with ease.


Elasmosaurus

Huge beast, unalighned


  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d12+20)
  • Speed 5 ft., 30 ft. swim

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 3 (-4)

  • Skills Perception +3, Stealth +3
  • Senses Darkvision 30 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Hold Breath. The elasmosaurus can hold its breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit 16 (4d4+6) piercing damage.


Hesperornis

Medium beast, unalighned


  • Armor Class 13
  • Hit Points 23
  • Speed 15 ft., 35 ft. swim

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +3
  • Senses Darkvision 30 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Hold Breath. The hesperornis can hold its breath for 15 minutes.

Keen Sight. The hesperornis has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d6+1) piercing damage.


Ictheosaurus

Large beast, unalighned


  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d10+30)
  • Speed 0 ft., 60 ft. swim

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 17 (+3) 6 (-2) 14 (+2) 7 (-2)

  • Skills Perception +6, Stealth +5
  • Senses Darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Hold Breath. The ichtheosaurus can hold its breath for 2 hours.

Keen Sight. The ictheosaurus has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit 8 (2d6+1) piercing damage.


Mosasaurus

Gargantuan beast, unalighned


  • Armor Class 13 (natural armor)
  • Hit Points 175 (10d20+70)78
  • Speed 5 ft., 40 ft. swim

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 24 (+7) 4 (-3) 14 (+2) 3 (-4)

  • Skills Perception +5
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 8 (3,900 XP)

Hold Breath. The mosasaurus can hold its breath for 2 hours.

Actions

Multiattack. The mosasaurus can two attacks: one with its bite and one slam.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 20 (3d8+7) piercing damage.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 14 (3d4+7) bludgeoning damage.


Placodus

Medium beast, unalighned


  • Armor Class 13 (natural armor)
  • Hit Points 65 (10d8+20)
  • Speed 5 ft., 25 ft. swim

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 2 (-4) 10 (+0) 4 (-3)

  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (450 XP)

Hold Breath. The placodus can hold its breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage.


Pliosaurus

Huge beast, unalighned


  • Armor Class 13 (natural armor)
  • Hit Points 105 (11d12+33)
  • Speed 5 ft., 50 ft. swim

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 17 (+3) 4 (-3) 14 (+2) 3 (-4)

  • Skills Perception +5, Stealth +5
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)

Hold Breath. The pliosaurus can hold its breath for 1 hour.

Pounce. If the pliosaurus moves at least 30 ft. straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the pliosaurus can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 19 (2d12+6) piercing damage.

Nekomata

Resembling onvergrown cats, nekomata are marked by their twin tales, speech, and ability to stand on their back paws.

Dark Caster. Nekomata are vicious fey, using their spellcasting ability to harm and terrorize humanoids. Following behind at a slight distance, they wear targes down with ranged spells and stealth instead of attempting an outright battle.

Disguised. Nekomata can assume the form of not only regular cats but also humanoids, and sometimes assume the identities of humanoids they have killed.


Nekomata

Medium fey (shapechanger), neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 72 (11d8+22)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 12 (+1) 17 (+3) 12 (+1) 13 (+1)

  • Skills Deception +5, Perception +3, Persuasion +3
  • Senses darkvision 120, passive Perception 15
  • Languages Abyssal, Common, Sylvan
  • Challenge 3 (700 XP)

Magic Resistance. The nekomata has advantage on saving throws against spells and other magical effects.

Shapechanger. The nekomata can use its action to polymorph into a humanoid or into a cat, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed, although it does appear clothed in humanoid form. It reverts to its true form if it dies.

Spellcasting. The nekomata is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The nekomata has following wizard spells prepared:

Cantrips (at will): chill touch, frostbite, gust, message

1st level (4 slots): comprehend languages, expeditious retreat, ice knife

2nd level (3 slots): mind spike, see invisiblity

3rd level (3 slots): counterspell, nondetection

Actions

Multiattack. The nekomata makes two attacks with its claws

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage


Nunnehi

Nunnehi are most often seen at celebrations, where they can slip in without being recognized, and then vanishing after the dancing ends.

Adoptive Friends. Nunnehi accasionally adopt other humanoids into their ranks, and can grant turn a willing humanoid into one of their own using a highly secret ritual. These humanoids can visit their living relatives, although they must mostly spend time with other Nunnehi.

Invisible Folk, Invisible Homes. There exist depressions in the ground, often near humanoid tribes or the feywild, which remain clear of debris. Even when logs or stones are thrown in, they are soon found lying a large distance from the hole. These are the communal houses of the Nunnehi.


Nunnehi

Medium fey, neutral good


  • Armor Class 13 (Leather Armor)
  • Hit Points 39 (7d8+7)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

  • Skills Perception +3, Persuasion +4
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge 2 (450 XP)

Magic Resistance. The nunnehi has advantage on saving throws against spells and other magical effects.

Shrieking Fury. The nunnehi's weapon attacks are magical. When the nunnehi hits with any weapon, the weapon deals an extra 1d8 psychic damage (included in the attack).

Actions

Multiattack. The nunnehi makes two weapon attacks.

Handaxe. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) psychic damage.

Invisibility. The nunnehi magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the nunnehi wears or carries is invisible with it.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) psychic damage.

Tarbh Uisge

Appearing as earless bulls, tarbh uisge live in the sea, although they sometimes appear on the shore.

Man-easter's Bane. Tarhb uisge have the innate ability to sense creatures than have eaten humanoids, and will gladly fight such foes without mercy. The tarhb uisge themselves do not eat meat, and cannot be caught using such bait.


Tarbh Uisge

Large fey (shapechanger), neutral good


  • Armor Class 14 (Natural Armor)
  • Hit Points 94 (11d10+33)
  • Speed 50 ft., swim 30 ft. (30 ft. in humanoid form)

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 17 (+3) 12 (+1) 15 (+2) 11 (+0)

  • Skills Insight +5, Perception +5
  • Damage Resistances cold, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Aquan, Common, Sylvan
  • Challenge 5 (1,800 XP)

Amphibious. The tarhb uisge can breathe air and water.

Cannibal Awareness. The tarhb uisge knows if a creature within 30 feet of it has eaten humanoid flesh in the last week. The tarhb uisge loses this ability if it eats any meat.

Shapechanger. The tarhb uisge can use its action to polymorph into a humanoid or into a horse, or back into its true form, which is a humanoid-bull hybrid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed, although it does appear clothed in humanoid form. It reverts to its true form if it dies.

Actions

Multiattack. The tarhb uisge makes two gore attacks

Gore (Bull or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage

Club (Human Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d4 + 5) bludgeoning damage


Urisk

Naturally goodhearted, urisk wait on riverbanks and the edge of ponds waiting for a potential friend to pass by.

Overwhelming Scent. Urisk smell horribly, which tends to make them difficult for other creature to be around. As a result, they often wait by roads, hoping for someone to come along they can hope to befriend.

Protector of Children. Despite their lonliness, urisk care for others. Most often this manifests in leaving food for children, and keeping away other fey that might threaten them.


Urisk

Medium fey, chaotic good


  • Armor Class 12
  • Hit Points 72 (11d8+22)
  • Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 2 (-4)

  • Skills Perception +3
  • Damage Resistances Bludgeoning, Cold, Fire, Slashing,
  • Senses darkvision 60 ft., passive Perception 13
  • Condition Immunities Poisoned
  • Languages Common, Sylvan
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The urisk's spellcasting ability is Wisdom (spell save DC 16). The urisk can innately cast the following spells, requiring only verbal components:

1/day each: goodberry, protection from poison, stinking cloud

Powerful Stench. Any creature other than a urisk that starts its turn within 10 feet of the urisk must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. On a successful saving throw, the creature is immune to the stench of any urisk for 1 minute. A creature is immune to this effect if holds its

Actions

Multiattack. The urisk makes three attacks with its mace.

Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d6 + 2) bludgeoning plus 4 (1d8) psychic damage

Made by Sandmote from Giant in the Playground