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Acknowledgments

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

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Chimes
Acknowledgments
I only heard the faint ringing of bells, with a sort of childlike benefits of the Fey Patron, gain proficiency in one musical
abandon at first, but then with a frantic ring of warning. As instrument.
• Chain Pact warlocks add Chime to the list of familiars they
I crept closer I saw the tiny lights of the little folk sitting on may summon.
their toadstools. Then, realizing too late where I was, I Invocations
wasn't there anymore. -Oleg • Keeper of Years: The Warlock and companions who travel
through the Feywild can choose whether or not they are
Glibboro, Gnome Bard affected by Feywild Time Warp (DMG pg 50), deliberately
invoking the effect or avoiding it entirely. If the Warlock in­
vokes time warp, the normal roll for time dilation is still
Guardians of the Veil •
made.
Chime Guardians: The Warlock can cast the Spirit
Chimes are a variety of pixie in the service of the archfey Guardians spell once per day, this power recharges at a
known as The Minstrel.They stand some 1 ½ to 2 inches tall short or long rest.
• Level 5: Invocation of Passage: The Warlock can cast
and appear as tiny boys and girls with roughspun tunics
Plane Shift without material components once per day, but
and tiny red slippers. A chime carries a little lantern that can only travel between the Feywild and Material planes.
sheds a tiny colored light everywhere it goes, some by hand • Level 10: The Curse of Merriment: The Warlock can cast
and others with belt straps or twig staves. Otto's Irresistible Dance without components or spending
a spell slot once per day.

Chimes are friendly to travelers from the Waking World,


their charge is to ward them away from fey crossings. Chime
Chimes congregate around fey crossings in troupes of 3-10, Tiny fey, neutral good
sometimes accompanied by other fey or friendly woodland
beasts.
Armor Class 15
Chimes are only found near areas where the Feywild touch­ Hit Points 2 (1d4)
es the Material closely, and their gentle ringing voices and Speed 10 ft., fly 30 ft.
illusions warn the unwary of the peril of falling from one
world to another. When it is clear that evil or greed threat­
STR DEX CON INT WIS CHA
ens the Feywild, Chimes transform their groves into per­ 2 (-4) 20(+5) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
ilous mazes filled with illusions and magical traps.

Skills Perception +3, Persuasion +5


Creatures of Song Senses Passive Perception 13
Chimes can understand Elven and Sylvan, but cannot Languages Understands Sylvan and Elven, can only speak
speak any language. When chimes open their mouths to in musical bell sounds, only creatures with proficiency
speak, only the musical ringing of bells come out. To folk in a musical instrument can understand Chimespeak
without an appreciation of music they are unintelligible, Challenge: 1/4(50 XP)
but to those with song in their heart they can be under­
stood, for such is the magic of their world. Magic Resistance. The Chime has advantage on saving
rolls against spells and other magical effects.
Chimes are strong with the magic of the fey and are able to
weave into the tinkling of tiny bells that they speak the Innate Spellcasting. The Chime's innate spellcasting abili­
chords and notes of arcane power taught to them by The ty is Charisma (spell Save DC 13). It can innately cast the
Minstrel. following spells without material components.

Warlock Patron: The Minstrel At will: Detect Magic, Minor Illusion, Light
The Minstrel is a powerful archfey concerned with the safekeeping 1/day each: Dancing Lights, Sleep, Tasha's Hideous Laugh­
of fey magic too dangerous for the mortal realm. He occasionally ter, Unseen Servant, Animal Friendship, Phantasmal Force,
takes warlocks into his service, speaking to them through the
Chimes that are his agents in the world. He offers the following Glyph of Warding (usually coded as a Spell Glyph loaded
benefits and invocations. with Sleep spell)
• Warlocks who serve the Minstrel, in addition to the other

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Chimes
Acknowledgments
Using Chimes On Warlocks
Chimes are a great encounter to bring characters into the The sidebar on Warlocks of the Fey Pact who serve the Min­
Feywild with. When including Chimes in your game, you strel is of course for use at your discretion. The Keeper of
can use them as a special kind of social challenge in which a Years invocation is a particularly provocative one and if
character with proficiency in a musical instrument can you are wary about playing with time dilation it is a good
question them about the goings on around their grove or idea to restrict access to this particular invocation.
they can serve as a piece of enchanting flavor to warm your
players up for encounters with more aggressive fey crea­ The Minstrel as a patron gives the warlock in question a fo­
tures. cus on utility powers that make traveling in the Feywild a
more easily accessible affair for your group and also equips
Chimes are also valuable in your game as keepers of fey them with a couple of musical and anti-magic tools to add
crossings, and if your players build good relationships with some flavor to the whimsical agents of the Lord of Songs. If
the Chimes of an enchanted forest or other area they can you plan to run a Feywild heavy game, The Minstrel will
have easy access to a fey crossing. In this sense, you can use equip your party to easily pass to and find their way in the
Chimes, or maybe even The Minstrel as adventure hooks. A Realm of Fearie at relatively low level.
prime example is a Chime community that implores the
PCs for help with an evil wizard who threatens their grove. Warlocks with the Chain Pact that take The Minstrel will
The reward is free passage to the Feywild. gain access to the formidable powers of the Chime, taken
from the Bard spell list. Perhaps the most powerful spell at
As enemies, Chimes are given to avoiding direct conflict, in­ the command of the Chime's master is the Glyph of Ward­
stead relying on their powers of illusion and traps in order ing, so study this spell carefully before deciding to grant ac­
to keep intruders at bay. cess to The Minstrel as a patron.

When planning a Chime combat encounter, make good use These things being said, The Minstrel is a rich patron with
of the Glyph of Warding and Phantasmal Force as these are a lot of adventure hook potential. At any session where you
the Chime's key sources of damage and enemy control. The have little time to prepare, The Minstrel can simply pre­
Chime can also be paired with other fey like Satyrs or sume upon the party to confiscate a dangerous magical
Streamlings (later in this work) to add some valuable con­ item it has tracked down. This is good for short-notice
trol utility to those creatures. The Chime's Animal Friend­ games and also games with a more episodic approach to ad­
ship spell can also provide them with allies in the form of ventures, 'relic of the week' can give you some good
beasts, so feel free to throw rats, badgers, wolves and other mileage.
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
Sleep spell, but if the enemy proves to be truly dangerous to
them don't hesitate to have your Chimes plant Explosive
Runes or charmed bears in their groves.

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Dream
Acknowledgments
Eaters
They are the pain of inadequacy and the bitterness of loss venge would be given the opportunity to face a dream of
fashioned into a predator by the woe of the unseelie. Do not their foe.
• For dream layers without obvious puzzle or combat ele­
sleep deeply in these woods, for the world of dreams is also ments, it may be appropriate to impose a saving roll
the realm of nightmares. against the Dream Eater's save DC instead (the greedy
-Lady Zarala of The Black Tower dwarf must bring all of his will to bear to stop passing his
hands through the piles of gold and focus on the peril of
the moment).

Born of Dark Dreams • When an encounter in a dream level is overcome, that


dream layer collapses. Once all of the dream layers have
collapsed, the victims may confront the Dream Eater di­
Dream Eaters are noncorporeal fey that inhabit the ethere­ rectly in the Ethereal Plane and wake after slaying it.
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 Dream Eater
and the sting of rejection by the rest of the fey. From these Medium fey, neutral evil
shadowed meditations spring forth living dreams, hungry
for personalities and life and constantly fading away, like
Armor Class 15
the last fleeting moments of a dream before waking.
Hit Points 42 (7d8)
Speed 30 ft.
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 STR DEX CON INT WIS CHA
better to prey on their dreaming minds. - - - 16 (+3) 15 (+2) 18 (+4)

Spinners of Lies Skills Stealth +5, Perception +5


Dream Eaters come upon the sleeping minds of victims as Senses Passive Perception 15
they dream in areas where the Feywild and Ethereal planes Languages The Dream Eater is able to communicate in
are close. Able to discorporate the spirits of their victims any language spoken by a Dreamer caught in its dream­
from their own dreams, they then wrap them in layered scape
dreamscapes and slowly drain away their force of will to Challenge: 2(450 XP)
sustain their own fading existence.
Dreamscape. Each member of the party who is asleep
counts as a Dreamer. The Dream Eater is able to draw
Dreamscapes
When a Dream Eater attacks, it can draw its victims from their own Dreamers into a world of fantasy and illusion with a
dreams into a Dreamscape. In these realms, the spirits of the vic­ number of Dream Layers equal to the number of Dream­
tims are bereft of their physical statistics but manifest with any ers, see the sidebar on Dreamscapes.
equipment and powers they possess in the physical world. The fol­
lowing rules apply when in the Dreamscape.
• Characters cannot make checks for Strength, Dexterity or One Fear, Many Faces. The Dream Eater can assume the
Constitution. Any rolls that would normally rely on these appearance of any person or creature from the memories
scores instead use Intelligence for Strength, Wisdom for
Dexterity and Charisma for Constitution. of the Dreamers, the Dream Eater retains its statistics and
• As they do not sleep, elves are immune to the dream combat abilities in such forms.
powers but not the Charisma draining attacks of a Dream
Eater. Elves rising from their Trances find that their com­
panions cannot be risen from their comatose state by any Charisma Drain. Every hour that Dreamers spend in a
means. An elf who is in Trance can choose to deliberately Dreamscape, they must make a saving roll against the
enter the Dreamscape and play by its rules. Dream Eaters Charisma (DC 15) or their Charisma total is
• A Dreamscape includes a number of dream layers equal
to the number of Dreamers inside. Each dream layer in­ reduced by 1. A good night's rest restores the lost Charisma,
cludes an encounter- combat, exploration or social- that a creature reduced to 0 Charisma is slain.
challenges the Dreamer upon which it is based.
• The Dream Eater typically uses the Flaws of characters to
compose the dream layers. A character with greed as a Charisma Slam. Reach 5, +7 to hit, victim loses 1d4 points of
Flaw would be confronted with vast riches, one with Re­ Charisma.

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Dream
Acknowledgments
Eaters
Using Dream Eaters Binding Dream Eaters
First and foremost, make sure to do your homework. An en­ An arcane magic user of particular power may see the value
counter with a Dream Eater is likely to consume an entire in a Dream Eater slave. If you allow your player to take this
gaming session and provides rich opportunities for charac­ route, make the process of finding and binding the Dream
ter development and foreshadowing of things to come in Eater a perilous mission including a confrontation with the
your game. Preparing for a Dream Eater attack requires creature.
the DM to become familiar with the flaws and desires of the
PCs and also to compose several dream scenarios based on Dream Eaters are ravenous for spiritual energy because as
these things. The Dream Eater is practically a one-monster creatures composed of the fleeting stuff of dreams they are
dungeon and should be approached as such. constantly on the verge of dissipating into the ether. Once
bound using Magic Circle or similar magic, the Dream Eater
A useful flourish with Dream Eaters is to start your players can be bargained with, promised a steady supply of spirit in
in medias res and not reveal to them that they are dreaming return for the services of an assassin.
until 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 Note that the use of a Dream Eater as an instrument of mur­
lin cave or the party elf can be brought into play behind the der or feeding it victims to keep it alive is explicitly evil,
others to make them realize they are not in the Waking due both to the insidious and fiendish nature of the attack
World. and the willingness to bargain with such a force of evil
rather than destroying it. Consider alignment shift for
It bears repeating that Dream Eaters require a significant non-evil characters who choose to use Dream Eater assas­
amount of preparation on your part and make little sense sins.
to loose on a group of level 1 characters who have not been
in the game long enough to develop any background at ta­ When allowing players to deploy Dream Eater killers
ble. Perhaps the Dream Eater assumes the shape of a de­ (which they should not be able to accomplish until level 7-
feated enemy from a previous adventure or the guise of a 10 or so) you can streamline the process of such attacks by
commoner the PCs failed to rescue- such are the cruel tricks using an amplified version of the Nightmare variant of the
of the Dream Eater that make it a memorable encounter, Dream spell. Where the spell normally deals 3d6 psychic
and if your group lacks the background to support it, it is damage, increase the damage dealt to 6d10. This makes the
best to leave the Dream Eater for a later time. Dream Eater a deadly weapon but also leaves room for the
occasional survivor of such attacks. Use the Dream Eaters
In terms of the attack itself, bear in mind that your physi­ save DC instead of the binder's for this attack.
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.

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Grandmother
Acknowledgments
Dryad
Foolish mortal, to cut my daughters down. When you face
me you face the Forest itself. I am the rage of the sliced, the
Grandmother Dryad
Legendary Medium fey, neutral
howl of the unheeded wind, the pitiless falling of the chill
rain.
-Grandmother Oak of the Twilight Wood Armor Class 12 (16 with Barkskin)
Hit Points 74 (10d8)
Matriarch of Forests Speed 30 ft.

Dryads are powerful fey in their own right, linked to trees


as old as the forests they dwell in. In some deep, old forests- STR DEX CON INT WIS CHA
the oldest there are- are the most ancient of the Grand­ 10 (+0) 15 (+2) 16 (+3) 13 (+1) 21 (+5) 17 (+3)
mother Trees, and their spirits walk the wooded glens of
their domains with the authority of the elder queens.
Skills Stealth +5, Perception +8, Nature +4
A Grandmother Dryad's tree is an ancient, powerful source Senses Darkvision 60 ft., Passive Perception 18
of life and magic from which the rest of its forest sprung in Languages Elven, Sylvan, Druidic
the forgotten past. The Dryad herself is an ageless beauty, Challenge: 9 (5,000 XP)
no longer the fickle nymph of her youth, she is now a lady
of considered sophistication and power, among the mighty Legendary Resistance (3/day). If the Grandmother Dryad
of the fey. fails a saving throw it can choose to succeed instead.

Innate Spellcasting. The Grandmother Dryad's innate spell­


Mothers of the Fey casting ability is Wisdom (spell save DC 16, +8 to hit with
Grandmother Dryads treat only with the likes of Unicorns spell attacks). It can innately cast the following spells, re­
and archfey as their equals and their descendants who are quiring no material components:
the dryads of the woods in which they rule are both vassals
and daughters, each contributing to the magical might of At will:Druidcraft, Thorn Whip (2d6), Animal Friendship,
their matron. Charm Person, Tree Stride, Barkskin
1/day each: Commune with Nature, Conjure Animals, Gust of
Grandmother Dryads are neither quick to take action nor Wind, Lesser Restoration, Conjure Woodland Beings, Grasping
quick to forgive trespass upon the sanctity of their forests. Vine, Awaken
Fey creatures of any kind, and particularly those who love
the woods, enjoy their protection. Legendary Actions
Marchwards
Grandmother Dryads have been known to take heroes- particularly
Rangers, Paladins of the Oath of Ancients and Druids- into their The Grandmother Dryad can take 3 legendary actions.
service, naming them Marchwards of the forest and bestowing pow­ Only one legendary action option can be used at a time and
ers to help them in their charge. Grandmother Dryads choose only
only at the end of another creature's turn.
those who have already proven their worth as Marchwards, often
requiring a great task such as the defeat of a hag coven or a fomo­
rian lord. Bitter Rain. Chilling rain falls around the Grandmother
• Marchwards learn the Sylvan language if they do not al­ Dryad to a range of 120 feet. Healing magic and fire magic
ready know it.
• Marchwards are granted the Goodberry Blessing, allowing do not function for 1 minute within the affected area.
them to cast the Goodberry spell once each day. Mother of the Wood. Plants within 60 feet of the Grandmoth­
• Fey creatures recognize the Mark of the Grandmothers er Dryad become animate and attack enemies hostile to her.
upon the Marchward and will treat them with a degree of
deference, even creatures such as hags would rather par­ They attack at the end of the Grandmother Dryad's turn
ley with the Marchward than openly attack an agent of the with a bonus of +8, those hit by the attack take 2d6 blud­
Grandmother Dryad. geoning damage and are restrained until the end of their
next turn. The plants remain animate for 1 minute.

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Grandmother
Acknowledgments
Dryad
Using Grandmother Dryad Grandmother Variants
Her potent spellcasting puts the Grandmother Dryad on The Grandmother Dryad statistics block above describes a
par with a Druid of level 9 or 10. She should only rarely be grandmother of a deciduous tree such as an oak or beech.
encountered alone as her ability to charm animals and hu­ You can use other trees as the basis for the Grandmother,
manoids as well as the Conjure Woodland Beings spell changing some of their powers to reflect the themes of such
should provide her with an entourage of followers. trees.

The Grandmother Dryad can be encountered by PCs as a Grandmother Pine


benevolent quest giver or as the fey equivalent of the local
law enforcement. In most cases though, the Grandmother Ray of Frost instead of Thorn Whip (2d8), Sleet Storm instead
Dryad will avoid directly interacting with the younger of Gust of Wind. When this Gradmother is encountered, she
races, preferring to work through younger dryads or other is attended by polar bears and elves of the north wearing
intermediaries. white and fur. When her Bitter Rain falls it is instead a ter­
rible blast of arctic wind and snow.
In combat, the Grandmother Dryad is a powerful controller
with the ability to deny healing and restrain movement Grandmother Palm
with her legendary actions and her spellcasting powers al­
low her to bring powerful Awakened life and other fey into Heat Metal instead of Graspng Vine, Phantasmal Force in­
the fray in her favor. Taken together, the Grandmother stead of Lesser Restoration. When the Grandmother is en­
Dryad is a field marshal with the ability to grow an army in countered, she is attended by giant snakes, sharks or other
minutes to confront threats to her forest. tropical creatures. When her Bitter Rain falls it is instead
the oppressive heat of the tropical sun.
Tactically, the ability of the Grandmother Dryad to cast Tree
Stride at will makes her supremely mobile on her home Grandmother Redwood
turf, she should be able to pummel most enemies and direct
her forces from relative safety most of the time. The Grandmother is Large instead of Medium and enjoys
103 hit points instead of 74. She benefits from the constant
Note that the Grandmother Dryad is not bound to her tree effect of the Enlarge spell and can use Enlarge instead of
as her daughters are, she is the spirit of the forest writ large Lesser Restoration to supply herself with giant allies.
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 On Marchwards
spective. The Grandmother Dryad should always feel per­ Where treasure and quest rewards are concerned, consider
ilous and powerful, but only rarely should she feel openly the Marchward sidebar. Sometimes a gift of knowledge
hostile. 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.

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Riddle
Acknowledgments
Squirrel
We ran and ran and the trees seemed to close in on us. I
thought that getting away from those awful hags was
Riddle Squirrel
Tiny fey, chaotic evil
enough to save our skins, but then poor Lis'then ran head
long into that grove, and there it was, smirking on a narrow
branch. Armor Class 12
-Kimble of Corthwyn, Gnome Rogue Hit Points 12 (3d6)
Speed 30 ft., climb 30 ft.
Unlikely Predators
In the groves of dryads and the little hollows where pixies STR DEX CON INT WIS CHA
and satyrs whisper to each other over cups of wine, word 2 (-5) 17 (+3) 8 (-1) 19 (+4) 14 (+2) 13 (+1)
passes from fey to fey of the black heart marauders roam­
ing the woods.
Skills Stealth +5, Perception +4
The Riddle Squirrel is a malevolent fey that delights in feel­ Senses Passive Perception 14
ing smarter than others. To this end, the squirrel spends Languages Telepathy, Common, Sylvan
hours devising and practicing devious riddles. The crea­ Challenge: 3 (700 XP)
ture grows more powerful as others feel less and less clever,
until at last it and its minions can gobble their victims up Attack. +5, 1 piercing damage (1d4-5)
before storing away the bones for winter.
Bemuse. As a reaction to being the target of an attack or
spell that requires an attack roll, the Riddle Squirrel fixes
Masters of the Mind the target with its curious gaze. The victim must make a
Riddle Squirrels have powerful minds within their tiny Wisdom saving roll against the Riddle Squirrel's spell save
frames, allowing them to exert mighty influence on weak- DC or its attack fails and it can take no actions, bonus ac­
willed and powerful alike. They combine the fey magic of tions or reactions until the end of it's next turn.
riddles with this mental discipline, gaining powers that al­
low them to dominate or destroy the thoughts of their vic­ Belittling Laughter. If the victim of the Riddle Squirrel is un­
tims. able to answer one of its riddles, the Riddle Squirrel cackles
with terrible glee. The effect causes the victim to make all
saving rolls against magic and psionics with disadvantage
Riddles
for one hour. Dispel Magic, Lesser Restoration or other dis­
Preparing for an encounter with a Riddle Squirrel requires a little
extra work on the part of the DM. The Internet is a ripe resource for pelling or restorative magic of level 3 or greater ends the ef­
all kinds of riddles, but finding riddles that are not anachronistic in fect.
the worlds of D&D may be challenging. Be sure to put aside ten
minutes or so to search for a collection of sufficiently difficult and
world-appropriate riddles to present your players with. Innate Spellcasting (Psionics). The Riddle Squirrel's innate
spellcasting ability is Intelligence (spell save DC 14, +6 to
The Riddle Squirrel is a deliberately campy monster. If you would
like to play up the laugh value even more, you can instead choose hit with spell attacks). It can innately cast the following
absurdly easy riddles. Let the Riddle Squirrel do a lot of build up spells, requiring no material components:
about the devious impossibility of its vast intellect before delivering
such gems as “What is your favorite color.”
At will: Vicious Mockery, Mage Hand, Unseen Servant
1/day each: Dissonant Whispers, Tasha's Hideous Laughter,
Calm Emotions, Crown of Madness, Detect Thoughts, Enthrall,
Hold Person, Suggestion, Conjure Animals (always summons
8 giant squirrels, use the statistics block for Giant Rats [MM
pg. 327] but grant a climb speed equal to their movement
speed.)

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Riddle
Acknowledgments
Squirrel
Using the Riddle Squirrel Hidden Riches
When planning an encounter with the Riddle squirrel, con­ Near where the creature attacks, the party can, after defeat­
sider the advice in the Riddles sidebar. Any Riddle Squirrel ing the Riddle Squirrel, discover it's den- usually a hollow
encounter should begin with, of course, a challenge of rid­ tree or small earthen cave.
dles. Whenever the players fail to answer a riddle, impose
Belittling Laughter on the victim who failed to answer. Within are the bones of all the travelers the Riddle Squirrel
and its minions have devoured as well as the possessions
Once the riddle portion of the encounter is over, the Riddle those travelers carried. A treasure horde CR 0-4 should be
Squirrel immediately calls for reinforcements using Con­ rolled to determine the items the Riddle Squirrel and its
jure Animals. Then, it begins darting between branches and minions of unusual size have acquired over the years (DMG
hiding in the trees, pelting the PCs with its powerful psion­ pg. 173).
ics to ensure that the victims are easy prey for the giant
squirrels. The Riddle Squirrel can be sufficiently dangerous to low-
level groups that it is an appropriate monster with which to
The Riddle Squirrel is particularly fragile, even with the offer magical items as treasure.
power 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.

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Silver
Acknowledgments
Knight
When traveling the roads of the Bright Lands, remember
first and foremost to mind your manners, for the bridges
Silver Knight
Medium fey, Lawful Good
and passes of that world are patrolled by exemplars of proto­
col that will make your local nobility look like common
knaves. Armor Class 20 (18 without shield)
-Oleg Glibboro, “Guide to the Veiled Realm” Hit Points 66 (6d10)
Speed 30 ft., climb 30 ft.
Guardians of the Fey
Traveling by white horse and armed with shining armor STR DEX CON INT WIS CHA
and keen swords, the knights-errant of the Feywild patrol 16 (+3) 12 (+1) 17 (+3) 10 (+0) 13 (+1) 15 (+2)
the ways and paths of the enchanted lands seeking honor­
able duels and evil to defeat.
Skills Persuasion +5, Athletics +6
In many ways, the Silver Knights are like noble paladins in Senses Passive Perception 11
the way they carry themselves, but where a paladin is de­ Languages Common, Elven
voted to the good of the world, the Silver Knight takes mat­ Challenge: 5 (1,800 XP)
ters of chivalry and the protocol of honorable combat to un­
healthy extremes. Longsword. +6, 1d8+5 slashing damage or 1d10+3 slashing
damage two handed (The Silver Knight practices the Du­
Silver Knights appear as shining suits of silvery armor, but eling combat style)
within there seems to be nothing but the demand for
friendly combat, genteel behavior and the metallic echo of Shining Armor. As a reaction to being attacked, the Silver
the Knight's haughty voice. Knights gleaming armor flashes with sunlight or moon­
light. The attacker suffers disadvantage to the attack roll.
Enemies who are blind or rely on other senses to fight are
Exacting Nobles not affected.
All Silver Knights speak with the eloquence of court and ex­
pect those they meet on the road to afford them the proper I Demand Satisfaction Sir. Targets of the Silver Knight's
respect and use appropriate language. While a Silver Compelled Duel spell make their saving rolls with disadvan­
Knight is unlikely to kill a passer by for failing to tip their tage.
hat, they are almost sure to challenge the offender to a duel.
Innate Spellcasting. The Silver Knight's innate spellcasting
As masters of single combat, few warriors choose to openly ability is Charisma (spell save DC 13, +5 to hit with spell at­
flaunt the particular ways of the Silver Knights, preferring tacks). It can innately cast the following spells, requiring
the simple salute or genial greeting to the buffeting the no material components:
Knight is almost sure to deliver if offended.
At Will: Compelled Duel
1/day each: Find Steed, Magic Weapon (Longsword attack be­
Duels and the Code
comes +1 to attack rolls and damage and counts as a magical
The Silver Knight will rarely strike anyone down for failing to show
the proper respect, but the monster is particularly well suited for weapon), Searing Smite, Command
that one player that can't just leave well enough alone.

When finishing a PC off, the Silver Knight should never kill, as it de­
fies ideals of chivalry that the Knight holds dear. The final blow
against a player character is almost always nonlethal.

An exception can be made for player characters of evil bent caught


red-handed in an evil act. The defeat of the wicked is one of the
ideals that the Silver Knight tries to live up to and slaying a dark
wizard or a black-heart knave is no burden on their conscience.

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Silver
Acknowledgments
Knight
Using Silver Knights Allies and Swordmasters
The Silver Knight is the most martial of the fey creatures The Silver Knight can be an excellent source of powerful
presented in this work. As a social encounter, the Silver treasure. It is effectively an animated suit of shiny full-
Knight is a perfect creature to introduce for players who plate armor, so take care when you present the challenge to
are fond of French Romance and Arthurian Legend. defeat it because you will have handed your players an 18
AC.
The Silver Knight can be an ally and quest-giver as easily as
a combat encounter along the road. You can even use both, The Knight who is bested but shown quarter or who is aid­
a bested Knight offering the party the opportunity to join it ed in its quest is also valuable. The Silver Knight can teach
on its quest to defeat the local dragon or Riddle Squirrel. any character proficiency with the Longsword, teach those
proficient in that weapon the Dueling combat style and
In combat, the Silver Knight should be easy enough to run- will happily use the Find Steed or Magic Weapon spells to as­
you are effectively controlling a very difficult to hit Paladin sist allies in need with transport or temporary attack pow­
fighting with longsword and shield or longsword in two er.
hands, if you want to make the Silver Knight a less unas­
sailable target. Note that the Silver Knight's Magic Weapon spell allows it to
fight with an enchanted sword, but the longsowrd it car­
The ability to use Compelled Duel at will combined with I ries, unless you equip it otherwise, is entirely mundane.
Demand Satisfaction Sir allows the Knight to draw lippy
player characters into very one-sided single-combat. In As a final reward possibility, the Silver Knight can offer to
groups, combined with other Silver Knights or fey, the induct a noble warrior into its order. The Silver Knights
Knight is an astonishingly effective tank. will consider non-Silver Knights honorary members if they
possess the proficiency with the Longsword and with the
A friendly Silver Knight is enough to allow an otherwise Duelist style and have assisted one of their number in a
under-levelled party to take on significantly dangerous quest. Induction into the order allows the player character
monsters by taking heat off of them. Whenever you use a to rely on the aid of Silver Knights met throughout the Fey­
Silver Knight as an ally, consider that you are placing a su­ wild- assuming she remembers her manners of course.
per-tank Paladin equivalent into the party and scale the
monsters they fight accordingly.

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Streamling
Acknowledgments
We came at last to the river, and it was running with a fierce
spirit. Sitting on a log near the flowing torrent was a frog-
Streamling
Small fey, Chaotic Good
like nixie, and if I had been less careless, I might not have
been swept away to nearly drown.
-Bodger the Bold, Halfling Bard Armor Class 13 (natural armor)
Hit Points 28 (4d6)
Spirits of the River Speed 20 ft., swim 40 ft.

In much the same way that Dryads are bound to and a part
of their home trees, Streamlings are a part of the rivers they STR DEX CON INT WIS CHA
travel along. Born at the source of their streams, they travel 7 (-2) 12 (+1) 17 (+3) 9 (-1) 10 (+0) 14 (+2)
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.
Skills Stealth +3, Perception +2
Streamlings are about three feet tall and resemble a sort of Senses Passive Perception 12
skinny, froglike humanoid. They have wide, black, bulbous Languages Sylvan
eyes that they occasionally lick with their long, slimy Challenge: 2 (450 XP)
tongues.
Dagger. +1, 1d4-2 slashing damage

Flowing Ever On Slippery Trickster. As a bonus action when in the water, a


Streamlings are short lived, and always seem to be in a hur­ Streamling can take the Dodge, Hide or Dash action.
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 Calm the Roaring River. The Streamling can cause the river
examine something they've never seen before. The Stream­ affected by the effects described in the Regional Effects
lings have a sense of friendly, childlike wonder for the sidebar to recede and become easier to cross, requiring only
world when traveling downstream, replaced with a light­ a DC 13 Athletics check with advantage to swim and inflict­
hearted determination as they make their way back to ing no damage on those washed downstream.
where they began.
Innate Spellcasting. The Streamling's innate spellcasting
The rivers they travel become dangerous, and those who ability is Charisma (spell save DC 12, +4 to hit with spell at­
wish to cross their streams learn either to appease the fran­ tacks). It can innately cast the following spells, requiring
tic nature of the Streamling or else wait until it has passed. no material components:

At Will: Poison Spray, Druidcraft


Regional Effects
1/day each: Waterbreathing (up to 5 targets), Fog Cloud, Jump,
When a Streamling is traveling along a river, it is invigorated and
flows more violently and perilously than at other times. The Counterspell, Conjure Animals (always summons 4 crocodiles
Streamling is unaware that its passing is the cause of such danger [MM pg. 320])
but is in too much of a hurry most of the time to notice animals and
unlucky travelers being swept to their dooms by it's curious nature.

A Streamlng river swells its banks and cannot be forded as it be­


comes to deep to walk in. Characters wishing to cross the river
must make a DC 15 Athletics check with disadvantage to swim or
recover from being swept away. Those who fail this roll are swept
downstream 1d4 miles and take 3d6 bludgeoning damage.

Jury-rigged rope bridges, hardy rafts and giant turtles created with
the Enlarge spell or other magic offer ready ways to cross a river
beset by the urgency of a Streamling. The creature is not normally
hostile and can be negotiated with to calm the river if treated with
friendliness.

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Streamling
Acknowledgments
Using Streamlings Streamling Eggs
The Streamling presents a different kind of challenge for The Streamling is the life of the river the same way a Dryad
the players than a combat or social encounter. The Region­ is the life of her tree. If you are in need of a villainous plot
al Effects sidebar describes the problem of the nearly im­ to deploy, have your ne'er-do-well brigand lord or goblin
passable river. Use a Streamling when you need to create a chieftain steal the egg of the dying Streamling from the
sense of urgency to reach a wilderness or Feywild location, source of the river before it can hatch.
the delay that the Streamling is almost sure to impose cre­
ates a sense of excitement for players not bound to combat. 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.
If the PCs master the river, grant an appropriate sum of XP. The egg will keep almost indefinitely and is almost impos­
sible to destroy, such is its magical shell. However, the egg
The Streamling can of course become the target of attack if can only hatch when immersed in water at the source of the
your players prefer a more militant approach to the crea­ river from which it's parent sprang.
ture. It's relatively fragile HP and AC are supplemented by
it's roguelike slipperiness and the Counterspell spell can If the egg does not hatch, the source of the river will begin
help it avoid being dispatched out of hand by a wizard in an to die, and water will cease to flow from it within 1 week of
ill temper. the old Streamling's passing. A shallow pool is left in it's
place.
If the Streamling is the target of combat, it will generally
seek to flee, leaving behind crocodiles to cover its escape The mountain springs where the Streamlings nest can be
and perhaps deploying the odd casting of Poison Spray or restored if so diminished by returning the egg to its nest
Fog Cloud to give the reptiles an advantage. and ensuring that the new Streamling hatches and gets on
its way to the sea.
Some Streamlings and their offspring can be given the
name of the river they inhabit, and wise fey know that The restoration of a Streamling's river can make an excel­
some rivers are simply impassable. lent adventure, especially if your PCs met the old Stream­
ling in a previous session.

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Acknowledgments
It's my hope that this work helps you to unlock some of the Special thanks to Dale Robbins who created the superb
more fantastic storytelling potential of the Feywild and OpenOffice template that was used to produce this work. A
that you enjoy and laugh at the times you have playing with week of formatting was reduced to a pleasant day of tran­
these creatures. Thank you very much for downloading my scribing DM notes to PDF (after installing a font or two).
work, it's my great privilege to share my hobby with you.
Thanks are also in order for my players and friends who
-Adam Locke have 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 order
Jordan Bennett, Joe Ayers, Nicolas Belizzi, Alex Hogan, Jeff
Loeser, Nick Jones, Ingrid Ericson, Martin Oscarsson, Jonas
Hadders and Robert Arntsen

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