Thornwing Flutterkin

man in scale mail with thorny brown butterfly wings

Small fey (flutterkin), chaotic evil

Armor Class 14 (leather armor)

Hit Points 27 (6d6 + 6)

Speed 30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 14 (+2)

Skills Perception +3, Stealth +5

Senses passive Perception 13

Languages Elvish, Sylvan

Challenge 1 (200 XP)

Innate Spellcasting. The Thornwing Flutterkin's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Mage Hand
1/day each: Mirror Image, Invisibility

Butterfly Dance. The Thornwing Flutterkin moves up to its speed without provoking opportunity attacks. During this movement, it can pass through other creatures' spaces.

Butterfly Thorns. When a creature makes a melee attack against the Thornwing Flutterkin, it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 5 (2d4) piercing damage as the thorns on its wings lash out in defense.

Actions

Multiattack. The Thornwing Flutterkin makes two attacks with its Thorned Stab.

Ensnaring Flutter (Recharge 5–6). The Thornwing Flutterkin flutters its thorned wings and releases a cloud of tiny, enchanted thorns in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) piercing damage and becomes restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Thorned Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.




Bunnerfly

blue rabbit with purple and blue butterfly wings for ears

Small fey, neutral

Armor Class 12

Hit Points 10 (3d6)

Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 14 (+2)

Skills Perception +3

Senses blindsight 30 ft., passive Perception 13

Languages understands Sylvan

Challenge 1/4 (50 XP)

Fluttering Ears. The Bunnerfly's butterfly-like ears grant it the ability to fly. It does not provoke opportunity attacks when it flies out of an enemy's reach.

Evasion. If the Bunnerfly is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Bunnerfly instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Hearing. The Bunnerfly has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Flurry of Ears (Recharge 5-6). The Bunnerfly flaps its ears rapidly, sending forth a flurry of tiny butterflies in a 10-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw. On a failed save, a creature takes 3 (1d6) bludgeoning damage and is blinded until the end of its next turn.

Miniature

3D sculpt of rabbit with butterfly wings for earsDownload the Bunnerfly printable STL




Sewer Nymph

a person with long hair and a body of water dancing

Medium fey, chaotic neutral

  • Armor Class 13
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 18 (+4)

  • Skills Deception +8, Perception +4, Performance +8, Persuasion +8, Stealth +5
  • Damage Resistances acid
  • Damage Immunities necrotic, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 2 (450 XP)

Amphibious. The Sewer Nymph can breathe air and water.

Slippery Presence. The sewer nymph has advantage on saving throws against being grappled or restrained.

Actions

Multiattack. The Sewer Nymph makes two attacks.

Sewer Wave (Recharge 5-6). The sewer nymph stomps its foot, creating a surge of sewage, causing a 15-foot cone of sewage to burst forth. Each creature in that area must succeed on a DC 12 Strength saving throw or take 10 (3d6) poison damage and be pushed 10 feet and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. The sewage also creates a noxious cloud that heavily obscures the area in a 20-foot radius, centered on the nymph. The cloud lasts for 1 minute or until a strong wind disperses it.

Hallucinogenic Gaze. The Sewer Nymph targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the nymph. While charmed, the target is incapacitated and perceives hallucinatory terrain and creatures as if they were real. The charmed target is unaware that it is being magically influenced. The target may attempt another saving throw on its turn each round. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this nymph's Gaze for the next 24 hours.
The nymph can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Sewage Spray. The Sewer Nymph sprays a stream of sewage from its mouth in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Her skin, a sickly blend of ochre and taupe, glistens with an otherworldly luminescence, casting an eerie, faintly viridescent radiance upon the foul waters. Her hair, resembling tangled vines woven with flotsam, flows like a polluted waterfall. Adorned in tattered, mold-covered garments that cling to her form, she is simultaneously noisome and strangely enchanting, an enigmatic presence amidst the filth and decay.




Dryad

person with teal skin, leaf-like hair, wide-brimmed hat with flowers, loose blouse, purple skirt over khaki shorts, and bare feet, sword hanging from belt

Medium fey, neutral

Armor Class 11 (16 with barkskin)
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)

Saving Throws
Skills Perception +4, Stealth +5
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 14
Languages Elvish, Sylvan
Challenge 1 (200 XP)

Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: ““ 3/day each: ““, ““ 1/day each: ““, ““, ““

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

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with [yadawiki link=“shillelagh_), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with [yadawiki link=“shillelagh_.

Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.




Blink Dog

5e compatible shield

Medium fey, lawful good

Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Saving Throws 
Skills Perception +3, Stealth +5
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses passive Perception 13
Languages Blink Dog, understands Sylvan but can't speak it
Challenge 44930 (50 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight.




Sprite

femme sprite on branch in green

Tiny fey, neutral good

Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Saving Throws
Skills Perception +3, Stealth +8
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 44930 (50 XP)

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

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




Satyr

satyr

Medium fey, chaotic neutral

Armor Class 14 (leather armor)
Hit Points 31 (7d8)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Saving Throws
Skills Perception +2, Performance +6, Stealth +5
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 44928 (100 XP)

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

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.




Sea Hag

5e compatible shield

Medium fey, chaotic evil

Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., swim 40 ft.

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

Saving Throws 
Skills 
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Giant
Challenge 2 (450 XP)

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.




Green Hag

5e compatible shield

Medium fey, neutral evil

Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

Saving Throws 
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: ““, ““, ““

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.




Hags

hag in swamp