TEXT: THE BOOK OF THE FEY
  A Fey Bestiary
  By: Tim Gonzalez •PirateGonzalezGames.com • @pirategonzalez
  
  ii
  SUCCESSFULLY 
  FUNDED ON 
  KICKSTARTER!
  CLICK HERE
  
  A
  Alp 
   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1
  Alpluachra  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2
  Ankou  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Asrai  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Atomie .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  B
  Bagiennik  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  Bajang  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7
  Banelight  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .8
  Banshrae  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .9
  Baobhan Sith .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .10
  Battle Imp .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11
  Bile Wrapped in Beauty .  .  .  .  .  .  .  .  .  .  .  .  .  .12
  Biloko  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .13
  Bisan  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .14
  Blighted Fey Satyr (template) .  .  .  .  .  .  .  .  .15
  Boggart  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .18
  Bog Imp  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .17
  Boogeyman  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .19
  Brownie (familiar) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Buckawn .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .21
  Bulabar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .22
  C
  Caliento  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .23
  Calpina  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .24
  Chaneque  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .25
  Cheshire Cat (familiar)  .  .  .  .  .  .  .  .  .  .  .  .  .  .26
  Choxani .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .27
  Cold Rider  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .28
  Crossroads Guardian .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .29
  Crystalline Cat .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .30
  D
  Deepling  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .31
  E
  Ekekeh  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .32
  Encantado  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .33
  Erlking  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .34
  Escorite .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .35
  F
  Faerie Seer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .36
  Fastachee  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .37
  Faun  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .38
  Fear Eater  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .39
  Fey giant toad (Template)  .  .  .  .  .  .  .  .  .  .  .  .40
  Forest Folk  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .41
  Forgotten One  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .42
  Forlarren  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .43
  Fossegrim .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .44
  Frostwind Virago  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .45
  Fyr 
   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .46
  G
  Gathlain (Race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .47
  Gerbie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .48
  Glaistig  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .49
  Glitterhaunt  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .51
  Gloura  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .52
  Gossip Pixie, Danthienne  .  .  .  .  .  .  .  .  .  .  .  .53
  Grave Fairy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .54
  Gray Jester  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .55
  Gremlin, Jinkin  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .56
  Gremlin, Nuglub  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .57
  Gremlin, Pugwampi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .58
  Gremlin, Vexgit  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .59
  Grig 
   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .60
  Grimm .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .61
  Grimstalker  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .62
  H
  Hamadryad  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .63
  Hoarfroster .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .65
  Hoary Hunter .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .66
  Hoary Steed .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .66
  House Spirit, Domovoi  .  .  .  .  .  .  .  .  .  .  .  .  .  .68
  House Spirit, Dvorovoi .  .  .  .  .  .  .  .  .  .  .  .  .  .  .69
  House Spirit, Ovinnik .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .70
  Huldra  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .71
  Hybsil  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .72
  I
  Ijiraq  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .73
  J
  Jaebrin .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .74
  Jermlaine  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .75
  Joy Stealer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .76
  K
  Kamaitachi .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .77
  Kelpie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .78
  Killmoulis .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .79
  L
  Lampad .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .80
  Larabay .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .81
  Leanan Sidhe  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .82
  Leprechaun  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .83
  LeShay  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .84
  Leshii  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .85
  Lunar Ravager .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .86
  Lurker in Light  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .87
  M
  Majordomo .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .88
  Malgoren  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .89
  Mimi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .90
  Mite 
   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .91
  Mockingfey (familiar)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .92
  Morgodea  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .93
  Murderjack .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .94
  Muse   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 95
  N
  Naiad (race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .96
  Nat, Einsaung  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .97
  Nat, Hkum Yeng  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .98
  Nat, Lu  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .99
  Nature Spirit, Large  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .100
  Nereid  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .102
  Nisp 
   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .103
  Nixie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .104
  Norn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .105
  Nuckelavee .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .107
  Nymph  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .108
  O
  Oakman  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .109
  Oceanid .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .112
  Ocean Strider  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .110
  Oread (Race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .113
  P
  Pech  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .114
  Petal  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .115
  Phooka  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .116
  Polevik  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .117
  Pooka (Race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .118
  R
  Ragewalker  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .119
  Remacera  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .120
  Rimefire Eidolon .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .122
  Rime sprite .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .121
  Ruin Chanter  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .123
  Ruin Elemental  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .124
  S
  Sangoi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .125
  Seilenos  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .126
  Shadar-Kai .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .128
  Shadow Collector  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .129
  Shaedling  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .130
  Shimmerling Swarm  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .131
  Siabrie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .132
  Sirine  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .134
  Skin Stealer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .135
  Sleeping Blossom .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .136
  Spark  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .137
  Spirit of the Land  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .138
  Splinterwaif  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .140
  Spriggan .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .141
  Spring-Heeled Jack .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .142
  Storm Rider .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .143
  Svartalfar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .144
  Swan Maiden .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 145
  T
  Thin Man  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 146
  Thorn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 147
  Tooth Fairy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 148
  Tunche  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 149
  Twigjack  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 150
  U
  Uldra (race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 151
  V
  Verdant Prince .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 152
  Vilderavn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 153
  Vodyanoi .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 155
  W
  Whisperer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 156
  Wild Hunt, Archer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 158
  Wild Hunt, Horse  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 159
  Wild Hunt, Hound .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 160
  Wild Hunt, Monarch .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 161
  Wild Hunt, Scout  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 162
  Table of Contents
  
  iv
  Credits and Copyright
  © The Book of the Fey, A Fey Bestiary by Timothy 
  Gonzalez, 2018
  Writer and Designer. Timothy Gonzalez
  Layout. Momtoast
  Art Credits:
  Cover Art: Ekaterinya Vladinakova .
  Alpluachra, Calpina, Ekekeh, Encantado, Fastachee, 
  Grig, Mimi, Nixie, Seilenos: by Jacob E . Blackmon @ 
  Rogue Genius Games
  Asrai, Brownie, Cheshire Cat, Glitterhaunt, Hoary 
  Steed, House Spirit- Dvorovoi, Ocean Strider, Siabrie: 
  Gary Dupuis @ Purple Duck Games
  Bagiennik, Vilderavn: Some artwork © 2015 Vagelio 
  Kaliva, used with permission . All rights reserved .
  Biloko: Daniel Comerci – danielcomerci .com
  Buckawn: Tamas Baranya
  Bulabar, Splinterwaif: Luigi Castellani
  Cold Rider: Undead pack by Kimagu
  Faerie Seer: copyright (C)2006 Bradley K McDevitt
  Fear Eater: by Jacob E . Blackmon @ AAW Games
  Forlarren: Matt Morrow @ Purple Duck Games
  Fossegrim, Gathlain, Killmoulis, Larabay, Morgodea, 
  Murderjack, Muse, Nereid, Oceanid, Oread, Pooka, 
  Rimesprite, Swan Maiden, Wild Hunt- Horse: Brett 
  Neufeld @ Purple Duck Games
  Fyr: Heather Crook @ Purple Duck Games
  Gloura, Grave Fairy, Hamadryad, Huldra, Leshii, Nu-
  ckalevee: Some artwork © 2015 Dean Spencer, used 
  with permission . All rights reserved .
  Gremlin, Jinkin, House Spirit- Ovinnik: Daniel Comer-
  ci – danielcomerci .com
  Hoarfroster, House Spirit- Domovoi, Majordomo, 
  Nymph, Vodyanoi: Publisher’s Choice Quality Stock 
  Art @ Rick Hershey / Fat Goblin Games
  Ijiraq: Some artwork © 2017 Eric Lofgren, used with 
  permission . All rights reserved .
  Kelpie, Naiad: Brian Brinlee @ Purple Duck Games
  Leanan Sidhe, Sangoi: copyright Shaman’s Stock Art
  Leprechaun: Ryan Rhodes @ Purple Duck Games
  Lurker in Light: Tobias Strunz @ www .critical-hit .biz
  Malgoren: Jeshields
  Mite, Oakman, Remacera, Tooth Fairy: Some artwork 
  © 2017 Earl Geier, used with permission . All rights 
  reserved .
  Norn: Giorgio Ghisi 1558 . 
  Polevik: Art by Geakh Burchill in association with 
  Postmortem Studios and the Zelart Scholarship .
  Shadow Collector: by Jacob E . Blackmon @ Purple 
  Duck Games
  Sirine: Indi Martin © 2015
  Spark: by Jayaraj Paul @ Purple Duck Games
  Storm Rider: Some artwork © 2016 Brett Neufeld, 
  used with permission . All rights reserved .
  All other art provided by Wizards of the Coast for use 
  on DMs Guild .
  Valloric’s Statblocks: Licensed under the Apache 
  License, Version 2 .0 (the “License”); you may not use 
  this file except in compliance with the license . You 
  may obtain a copy of the license at http://www .apache .
  org/licenses/LICENSE-2 .0
  Page Templates and Stains: David Szilagyi
  DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, the dragon ampersand, 
  Player’s Handbook, Monster Manual, Dungeon 
  Master’s 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-Boéchat 31, 2800 Delémont, 
  CH . Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK .
  
  v
  Introduction
  Welcome to the Book of the Fey! Inside these pages you’ll find a host of fey creatures for your D&D 5th edition 
  games . Adventurers beware, some of these fey may look friendly and beautiful, but many would be happy to end 
  you .
  Inside this book are over 150 fey creatures, ranging from the forgettable (literally!) Forgotten Ones to the 
  mighty Glaistig . Also included in this book are monster templates that you can apply to other creatures, turning 
  them into new fey creatures, as well as 5 new playable character races! 
  The fey can be charming, terrifying, and dangerous . Will you survive?
  Enjoy the Book of the Fey!
  
  vi
  Available Now - a Momtoast Story Bite
  Watch the teaser at https://www .youtube .com/watch?v=e54wehssxyI
  There is no peace without order . Locasta, next in line to be the 
  Iron Champion of her people, knows this . She journeys into 
  Gargantua with Trax, the wise old dragonblessed, in search of 
  the current champion . But what they find in the wilds between 
  the realms will challenge her trust in that order .
  Read the first chapter FREE at
  http://momtoast .com/the-iron-sorcerer-episode-1-the-temple-of-kaylus/
  or subscribe on Patreon .com/thinkoutsidethebox
  
  1
  Alp 
  This creature has large eyes over a fang filled mouth . 
  Its hind legs are large and powerful .
  Dream Shaper. Alps can control the dreams of a 
  sleeping creature while drinking their blood . They 
  usually create disturbing nightmares . 
  Night Stalker. An alp does not kill creatures it drains 
  blood from, and aside from the nightmares, there are 
  no long term problems from doing so .
  Deep Sleep. An alp stalks at night, when prey is 
  already asleep . If surprised by creatures that are 
  already awake, it can magically put them to sleep .
  Tactics. An alp prowls at night, and avoids any conflict 
  during the day . If it finds itself in a fight, it uses Deep 
  Slumber to put as many people to sleep as possible . 
  From there, it either escapes or uses Crushing Leap to 
  knock an enemy down and drink their blood .
  
  2
  Alpluachra
  This tiny creature looks like a newt with three tails
  Parasite. Alpluachra are tiny, lazy fey . Instead of 
  hunting their own food, they crawl down the throat of 
  other creatures and eat everything the host consumes . 
  Numbing Slime. The slime that covers an alpluachra 
  has a numbing effect, which allows them to slide down 
  throats unnoticed .
  Deadly Nuisance. These tiny fey are so lazy that 
  they will eat everything the host consumes, until they 
  eventually die of starvation . They don’t do this out of 
  malice, they just don’t think about it at all . 
  Tactics. An alpluachra avoids combat .
  Stock Art: JAcob E. blA
  E gEniuS gAmES
  
  3
  Ankou
  This skeletal figure is cloaked with wings of pure 
  darkness . A dim fire burns from within, amplifying its 
  menacing aura . 
  Royal Torturers. Many fey are unable to be killed in 
  their home realm . However, they can still feel pain . 
  When a fey ruler wants to punish someone, they 
  dispatch their ankou .
  Cause Pain. Everything an ankou does is meant to 
  maximize the amount of pain it causes . Its wings and 
  tail can cause immense, unending pain .
  Shadow Doubles. The only thing worse than an 
  ankou is more ankou . Each ankou is able to summon 
  shadowy duplicates of itself, surrounding and 
  shredding foes .   
  Tactics. An ankou tries to sneak up to a target 
  unnoticed, filling any 
  escape routes with 
  shadow doubles . 
  From there, it makes 
  its presence known 
  and allows the fear 
  and dread to build 
  up in its target before 
  descending on them 
  with its wing and tail 
  attacks . If escape 
  seems unlikely, the 
  shadow duplicates 
  attack as well .
  
  4
  Asrai
  A tiny, blue skinned elf plays near a small pond .
  Aquatic Protector. Asrai are aquatic fey that claim 
  bodies of water as their home . They are friendly and 
  carefree, playing with the fish or other animals that 
  live with them .
  Water Dependent. Asrai can breathe air for short 
  periods of time, but eventually they start to suffocate if 
  not in water . 
  Tactics. Asrai avoid combat, using their spells to aid 
  in their escape . 
  
  5
  Atomie
  A small humanoid with green skin holds a tiny rapier 
  in its hand . Dragonfly wings hold it aloft as it flits 
  around .
  Never Back Down. An atomie doesn’t back down from 
  a fight, no matter how tall its foe might be .
  Even Size. Atomie can reduce the size of their 
  opponent, putting them on more equal footing . 
  Wandering Fighter. Atomie often wander, seeking 
  opportunities to practice their fighting skills . When 
  they find people being oppressed, they step in and aid 
  them . 
  Tactics. Atomie like to issue challenges for duels, 
  reducing the size of their foe before the battle . They 
  don’t care about the tactics used in the fight, as long 
  as no one else interferes . Otherwise, the atomie flies 
  around, using sneak attack when possible . 
  
  6
  Bagiennik 
  A small, humanoid lizard sniffs the air .
  Hot Spring Lizard. Bagiennik love to relax and 
  lounge in the warm water of hotsprings . 
  Burning Cure. Bagiennik love curing diseases and 
  helping others . They can smell disease, and burn it 
  away with their nasal spray . 
  Village Boon. Small towns and villages love the 
  presence of a bagiennik, and will give it presents and 
  gifts to encourage it to stay .
  Tactics. A bagiennik prefers to help and heal others 
  instead of causing damage . If it finds itself in a fight, 
  it will aid any allies first, and defend itself with claws 
  and nasal spray .
  
  7
  Bajang
  A stunted, stocky humanoid sneers at you with a 
  lipless mouth and sharp teeth .
  Evil Nature Spirit. Bajang are born from trees near 
  sites of great death or evil . They are always connected 
  to the tree they were born from, and die if it is 
  destroyed . 
  Prey on the Weak. A bajang picks on weak or 
  vulnerable creatures, tricking them with illusions . 
  Stalker. Bajang can assume the form of a large cat, 
  and use it to scout and set up ambushes without 
  revealing their nature . 
  Tactics. Bajang attempt to attack from surprise, and 
  focus on the weakest enemy . They use bane to either 
  ensure a faster kill, or to hamper another dangerous 
  target . 
  
  8
  Banelight 
  A creature with the body of a dragonfly and the head 
  of a human holds a brightly glowing red orb between 
  its hands .  
  The Red Light. Banelights emit a bright, red light 
  which they can weaponize . Any light sources near 
  them turn red, which signals the approach of a 
  banelight . 
  Afraid of the Dark. Darkness strips a banelight of 
  some of their powers . Because they always generate 
  light, they rarely find themselves in this situation . 
  When they do, however, they become frantic . 
  Snuff Light. Banelights are drawn to places with 
  mortal-made light and kidnap or kill unlucky victims . 
  A banelight might keep a prisoner alive if they can be 
  useful or entertaining . 
  Tactics. The banelight will summon as many will-
  o-wisps as it can before initiating combat . It usually 
  forgoes attempting surprise because of the light it 
  generates . It then uses light vortex at range if possible, 
  and avoids any darkness spells . 
  
  9
  Banshrae 
  A slim, pale creature with large eyes holds a flute to its 
  mouthless face .
  Cursed Silent. Banshrae used to be happier, carefree 
  fey . Long ago, a banshrae earned the ire of a greater 
  fey who cursed all banshrae, removing their mouths .
  More Pacts. Cursed banshrae made a pact with 
  a powerful Verdant Prince to regain some of their 
  musical talent, but paid a great price .
  Tactics. Bahshrae fight at range, letting their music 
  hinder their foes . They shoot darts from range, and 
  will flee if overwhelmed .
  
  10
  Baobhan Sith 
  A beautiful elf saunters toward you with a 
  mesmerizing walk . 
  Blood Drinker. Baobhan sith lure creatures to their 
  death with their captivating dance, drawing them 
  close before draining their blood . They refuse to drink 
  the blood of animals . 
  Solitary Predator. Baobhan sith work alone, and 
  prefer to prey upon isolated individuals . They avoid 
  groups of travelers unless there is a straggler they can 
  lure away . 
  Beautiful Curse. These beautiful creatures are 
  hard to remove not just because of their frightening 
  abilities, but also because of their death curse . Few 
  are brave enough to willingly take on the curse when 
  killing one . 
  Tactics. A baobhan sith will attempt to lure away 
  individual creatures with suggestion or captivating 
  dance, before killing them with claws and bites . In 
  combat, they will use captivating dance to tie up as 
  many enemies as possible while focusing on draining 
  the blood of one creature . If surrounded by threats, 
  the baobhan sith will use entangle before fleeing .
  
  11
  Battle Imp 
  A small fey sits inside a larger form made of wood and 
  stone, which floats above the ground .
  Glee for Battle. Battle imps love to fight . Throwing 
  rocks at intruders and undergoing practice fights 
  bring them incredible joy . 
  Tall Tales. Battle imps enjoy telling stories . They have 
  a story to explain anything and everything, and when 
  they don’t, they improvise one .
  Mobile Suit. Battle imps have impressive telekinetic 
  abilities, which they use to manifest and create suits 
  of armor from their surroundings . A battle imp is 
  essentially a pilot in a vehicle . 
  Tactics. Battle imps will throw rocks until their 
  enemy comes close, at which point they slam them 
  into submission . They use their wall of thorns ability 
  defensively, using it to protect injured allies . 
  
  12
  Bile Wrapped in Beauty  
   A traveler in simple clothes approaches . 
  Acid Spitter. Biles wrapped in beauty approach 
  travelers, appearing as a normal creature until they 
  unleash their acid spray . 
  Hag Fey. Once their reflective disguise is gone, a bile 
  wrapped in beauty looks like a hag covered in open 
  sores and pustules . Their origin is unknown, but their 
  cruel nature is well documented . 
  Corrosive Flesh. The very skin of these creatures is 
  acidic . Any clothes they wear begin to corrode, and 
  fall apart within a few days . When they kill a creature, 
  they keep any clothes that haven’t been destroyed . 
  Tactics. The bile wrapped in beauty uses its Reflective 
  Disguise to get close, before grappling a creature and 
  burning them with its acid . They do not flee combat 
  unless damaged by fire, which they are vulnerable to .
  
  13
  Biloko
  This gnome-sized humanoid has fiery red eyes and a 
  mouth filled with sharp teeth . Instead of hair, it has 
  patches of grass and moss growing from its skin .
  Man Eater. Biloko are jungle hunters, preying upon 
  foolish travelers . Their mouths can open impossibly 
  wide, which they use to swallow meals whole . 
  Trap Maker. Biloko love to lure their food into 
  carefully concealed traps and pits . If they can’t be 
  herded to their doom, a biloko will magically persuade 
  them to walk into the trap .
  Dye. Although they don’t eat berries or fruit, biloko 
  often collect them to use in dyes . Red is their 
  preferred color .
  Tactics. A biloko will attempt to secretly charm a 
  creature, before subtly persuading them to take 
  harmful actions . They try to lure targets into traps 
  before killing them with spears and eating them 
  whole .
  
  14
  Bisan 
  A beautiful woman with a flowing robe and flowers in 
  her hair stands before you .
  Dryad Cousin. Bisan are closely related to dryads, 
  and have their soul bound to a tree .
  Giving Tree. Bisan are bound to trees that produce 
  something, such as fruit or sap . While normally 
  pleasant, bisan are reluctant to give the gifts of their 
  tree away, and attack anyone that tries to steal from 
  them .
  Tree Reflection. A bisan’s appearance mimics that 
  of their tree in some way . An older tree might have a 
  bisan that appears as an older woman, although this 
  doesn’t affect their abilities in any way .
  Tactics. A bisan will use hold monster to lock down 
  one target, and beat them with a magical club . They 
  only use lethal force if their tree is threatened . They 
  use polymorph and invisibility to escape if they believe 
  their tree will not be destroyed . 
  
  15
  Blighted Fey Satyr (template)
  Blighted Fey
  Any fey creature can become a blighted fey . A creature 
  that becomes a blighted fey retains all its statistics 
  except as noted below
  • Alignment. The creature’s alignment becomes 
  chaotic evil .
  • Darkvision. The creature gains darkvision 60 ft . If 
  it already had darkvision, it increases by 30 ft .
  • Armor Class. If the creature is not wearing armor, 
  it gains a +1 bonus to AC from natural armor . 
  • Immunities. The creature becomes immune 
  to poison damage as well as the poisoned and 
  paralyzed conditions . 
  • Immutable Form. The creature is immune to any 
  spell or effect that would alter its form . 
  • Magic Resistance. The creature has advantage on 
  any saving throws against spells or other magical 
  effects . 
  • Fungal Rejuvenation. If the creature is within 
  300 ft . of a blighted plant of significant size, it 
  recovers 5 hit points at the start of its turn . The 
  creature dies if it starts its turn with 0 hit points . 
  • Thorn Throw. The creature gains this ranged 
  weapon attack with a range of 20/40 ft . The attack 
  does 1d6 piercing damage plus the creature’s 
  Strength or Dexterity modifier . 
  • Parasitic Bond (1/Day). When the creature hits 
  a living creature with a thorn throw attack, the 
  target must make DC (8 + Constitution modifier + 
  proficiency bonus) Constitution saving throw . On a 
  failed save, the target is bonded to the blighted fey 
  for 5 rounds . The target takes half of any damage 
  the blighted fey takes, which cannot be reduced or 
  mitigated . 
  • Blighted Unity. All blighted fey within 100 ft . of 
  each other have telepathy with each other . 
  • Tainted Blood. If the blood of the blighted fey is 
  consumed, the creature drinking it must succeed 
  on a DC (8 + Constitution modifier + proficiency 
  bonus) Constitution saving throw or become 
  poisoned for the next 24 hours . 
  
  16
  Clumps of foul-smelling fungus and mold cling to the 
  skin of this gaunt satyr . 
  Fey Abyss. In places where the boundaries between 
  the Feywild and the Abyss grow thin, evil fungal 
  creatures rise to power and spread their corruption . 
  Fungal Infection. The evil presence of the Abyss 
  manifests as a fungal infection, taking over an area . 
  Dryads are extremely susceptible to this blight, as 
  once their tree becomes infected, so does the dryad . A 
  blighted dryad lures other creatures to her cursed tree 
  to infect them in turn .
  Hive Mind. Creatures infected by the fungus become 
  mentally linked with each other . They all work 
  seamlessly together to spread the infection as far as 
  possible . 
  Tactics. A blighted satyr tries to use parasitic bond as 
  quickly as possible . The creature fights until slain, as 
  it has no sense of self anymore . 
  
  17
  Bog Imp  
  A small creature rises from the waters of the swamp . 
  Its skin is the color of dying vegetation and its mouth 
  is filled with long, broken teeth .
  Swamp Killer. Bog imps live in swamps and kill any 
  creatures that come into their territory .
  Code of Laws. Although they are evil, murderous 
  creatures, each family of bog imps has their own code 
  of laws . Bog imps are incapable of acting against 
  these laws, and lose some of their powers if they do 
  so . 
  Tactics. Bog imps prefer to avoid direct confrontation, 
  and default to using their sink ability while hidden . 
  Ideally, all of the enemies will drown before noticing 
  the bog imp . If threatened, it will flee .
  
  18
  Boggart 
  Boggarts are ugly, small fey with damp skin, a beast-
  like face, and black eyes .
  Drag. Boggart are surprisingly strong for their size . 
  They can drag enemies back to their lair to eat .
  Family Bond. Boggarts bond with a particular 
  family, but the relationship is not positive . Instead, the 
  boggart disrupts their life as much as possible, but 
  never resorts to violence against the family .
  Thought Food. Although they haven’t refined the 
  ability, boggarts can sense the general emotional 
  energy of an area . They prefer the feel of negative 
  thoughts, and like to make people miserable . 
  Tactics. A boggart prefers to avoid fights, but when 
  attacking potential prey, will try to drag them 
  underwater or into its lair . 
  
  19
  Boogeyman 
  Dressed like a carnival worker in a long coat and tall 
  hat, this lanky humanoid grins with a mouth filled 
  with fangs, and radiates an aura of fear . 
  Feed on Fear. Boogeymen are cruel fey who prey 
  upon the fears of others . A boogeyman will haunt a 
  creature for a long time, drawing out their fear as long 
  as possible before finally killing them . 
  Personal Fears. The supernatural horror that 
  surrounds a boogeyman manifests the unique fears of 
  anyone inside . Everyone sees something different, and 
  it is always their worst fear .
  Reputation. Some boogeymen haunt individual 
  houses or ruins, where they can prey on individuals . 
  Other boogeymen take a more active approach, 
  turning into serial killers and stalkers . As their 
  reputation spreads and more people become afraid of 
  the mysterious killer, the boogeyman grows stronger . 
  Tactics. The boogeyman haunts creatures for as long 
  as possible, keeping them within range of their fear 
  aura, or targeting them with Killer Fear . Boogeymen 
  strike from the shadows, sneak attacking whenever 
  possible . Once they’ve struck someone with their 
  claws and manifested fears, they turn invisible to 
  reposition and strike again, sometimes hours later .
  
  20
  Brownie
  This small fey has a wide smile .  
  Peaceful. Brownies are peaceful creatures, they like 
  to live simple lives filled with work and family .
  The Final Trick. Most brownies prefer to avoid 
  conflict or fights whenever possible . As a final 
  solution, they carry a short sword or dagger on their 
  person . They hate to use it, and only do so when they 
  feel their life is in danger . 
  Living in Harmony. A brownie likes to repay debt . If 
  they take something from a family, like food, they will 
  perform other chores or tasks as payment . They can 
  remain unnoticed for years, living with a family in a 
  mutually beneficial way .
  Tactics. The brownie avoid combat and flees if 
  possible . It only attacks if it feels that there is no 
  escape .
  Variant: Brownie Familiar
  A brownie can be summoned as a 
  familiar through the find familiar spell 
  by a warlock with the Pact of the Chain 
  feature or a spellcaster with a fey 
  connection . 
  Familiar. The brownie can serve 
  another creature as a familiar, forming 
  a magic, telepathic bond with that 
  willing companion . While the two are 
  bonded, the companion can sense what 
  the brownie senses as long as they are 
  within 1 mile of each other . At any time 
  and for any reason, the brownie can 
  end its service as a familiar, ending the 
  telepathic bond .
  
  21
  Buckawn
  This small fey dresses in drab, brown clothes that 
  blend with the environment .
  Brownie Cousin. Buckawn are related to brownies, 
  although they lack the same pleasant demeanor . 
  Reclusive. Trade or communication with a buckawn 
  village is unheard of . Buckawn keep a watchful eye on 
  anyone who trespasses in their domain, and quickly 
  kill them if they would threaten their home . 
  Poisoners. Moonseed berries are the preferred 
  poison of the buckawn . They are adept at harvesting 
  and handling the berries safely, and coat their 
  weapons with it .  
  Tactics. A buckawn will attempt to attack from stealth, 
  hurling poisoned daggers before turning invisible and 
  repositioning . They do not fight fair, and will whittle 
  down their foes . 
  
  22
  Bulabar 
  Bandoliers and belts full of tools hang on the body of 
  this tiny, upright beetle . 
  Tinkering. Bulabar are fascinated by technology and 
  devices, and are always creating new things . 
  Reverse Engineer. Bulabar have the ability to 
  disassemble objects with a touch . They do this to gain 
  an understanding of how things work . They don’t 
  always ask permission, which gets them in trouble 
  sometimes . 
  Fix It. As annoying as their habit of disassembling 
  objects is, bulabar like to fix things . They are welcome 
  in villages, where the townsfolk will bring small things 
  to repair . The act of fixing and teaching how to repair 
  things brings bulabar great joy .
  Tactics. Bulabar don’t often find themselves in 
  combat . They are likely to get distracted and focus on 
  interesting items . If they do need to fight, they attack 
  with crossbows . 
  
  23
  Caliento 
  This creature is humanoid shaped with webbed 
  appendages and thick claws . It has large, multifaceted 
  eyes like glittering gems . 
  Desert Dweller. Caliento live in hot climates . It’s hard 
  to notice, but a sudden temperature increase in an 
  already hot location can signal their presence . 
  Stored Heat. Caliento store the heat of the desert for 
  later use . They can unleash searing waves of flames . 
  Water Phobia. Caliento avoid running water . 
  Tactics. As pack predators, caliento travel at night in 
  groups of 4 or 5 . They surround their prey and burn 
  them with volleys of fire . 
  
  24
  Calpina  
  This humanoid insect has brightly colored wings and 
  a sharp proboscis . 
  Ego Drain. Calpina don’t feed on physical food, 
  instead subsiding on the ego of intelligent creatures . 
  They see most humanoids as just sources of 
  sustenance, but occasionally interact peacefully . 
  Larval Growth. Calpina begin life as eggs, hatching 
  into a larval form . The larva must feed on meat, which 
  is provided by calpina prey that has been drained of all 
  ego . The larva grow quickly, and spin cocoons before 
  finally emerging as adult calpina . 
  Seasonal Attitude. The attitude of a calpina generally 
  depends on the season . In spring, they are nomadic 
  and hunt for food . In summer, they lay egg and band 
  together with other calpina . In fall, the eggs hatch and 
  the calpina gather food . In winter, the larva have either 
  become adults or soon will be, and the calpina are less 
  aggressive overall . 
  Tactics. A calpina will try to capture as many 
  creatures in its fragrant haze as possible, and then 
  focus on draining the ego of one creature . If they 
  can fly away with an unconscious foe, they do so . 
  Otherwise, they will flee if badly injured .
  
  25
  Chaneque
  A creature that looks like a cross between a bat and a 
  pixie holds a small skull in its hand .
  Head Hunter. Chaneque are nocturnal fey that hunt 
  fey and collect their skulls . They perform evil rituals 
  that transform the skulls into vessels for storing souls . 
  Tree Glider. Chaneque hunt from trees, and move 
  through them quickly . They can’t fly, but can glide 
  well . 
  Fey Punisher. Chaneque view themselves as 
  righteous punishers of other fey . Their motivation 
  for persecuting other fey is unknown, but they are 
  unrelenting . 
  Tactics. A chaneque will creep within 30 feet of a 
  target and attempt to steal their soul . On a success, 
  they are given commands by the chaneque that they 
  follow until they die of starvation or thirst . If a task 
  assigned by the chaneque is complete, the poor target 
  wanders aimlessly . If the chaneque fails at stealing a 
  soul, it retreats until it can attempt it again .
  25
  
  26
  Cheshire Cat
  A brightly colored cat smiles widely with a human-like 
  expression .
  Smiles. Cheshire cats are intelligent creatures with 
  the personality of a cat . They love to laugh, and often 
  laugh at the misfortunes of others . 
  Lazy. These cats are lazy, and will sneak up to and 
  latch onto larger creatures, letting them carry the cat . 
  Fey Cat. Scholars believe that a cheshire cat is the fey 
  version of a natural housecat . 
  Tactics. A Cheshire cat will hunt smaller animals, but 
  otherwise avoids combat . 
  Variant: Cheshire Cat Familiar
  A cheshire cat can be summoned as 
  a familiar through the find familiar 
  spell by a warlock with the Pact of the 
  Chain feature or a spellcaster with a fey 
  connection . 
  Familiar. The cheshire cat can serve 
  another creature as a familiar, forming 
  a magic, telepathic bond with that 
  willing companion . While the two are 
  bonded, the companion can sense what 
  the cheshire cat senses as long as they 
  are within 1 mile of each other . While 
  the cheshire cat is within 10 feet of its 
  companion, the companion shares the 
  cheshire cat’s magic resistance trait . 
  At any time and for any reason, the 
  cheshire cat can end its service as a 
  familiar, ending the telepathic bond .
  
  27
  Choxani
  This creature appears to have wooden skin and wings . 
  Sylvan words and shifting colors shimmer and move 
  across its body .
  Picture People. The mysterious choxani do not 
  speak . However, their bodies can depict words, colors, 
  and simple images, which they use to communicate . 
  Nature’s Prophecy. Sometimes the patterns that 
  appear on a choxani’s skin are uncontrolled . These 
  words and patterns are seen as prophecy, and other 
  choxani worship it as a truth . 
  Patterns. Choxani are fascinated by patterns, and see 
  them in places where others wouldn’t . Many choxani 
  believe that the larger a pattern, the more significance 
  it has . 
  Tactics. Choxani will begin a fight with Hypnotic 
  Colors in an attempt to reduce the number of enemies 
  fighting . With their flight, they attack at range and 
  out of reach . If caught in melee, they like to use a 
  Discoloring Touch at least once . 
  
  28
  Cold Rider
  Cold riders are evil, malicious fey . Their bodies are 
  animated by pure cold energy .
  One With Ice. Cold riders wield the elemental forces 
  of ice as a weapon . They can instantly form icy 
  weapons and armor . 
  Planar Traveler. The cold riders can travel between 
  the fey realms and material planes naturally . Their 
  arrival is preceded by a sudden, abnormal drop in 
  temperature . 
  Tactics. Cold riders use ice storm from range, and 
  then charge in with their glaive . Their icewalking 
  ability means they aren’t hindered by the difficult 
  terrain . They usually attack with superior numbers, 
  and if outmatched will retreat and regroup . 
  
  29
  Crossroads Guardian 
  Crossroad guardians are towering defenders with 
  large curling horns and colorful skin .
  Crossroads. Crossroads are shortcuts that druids and 
  fey use . They are very similar to portals and allow for 
  fast travel between two places .
  Guardian. A guardian watches over each crossroad 
  to make sure that only authorized travelers pass 
  through . Each creator of a crossroads designates a 
  test that must be passed to gain entrance . Otherwise, 
  the guardian attacks .
  Tactics. The guardian is incorporeal, but can still 
  block the entrance to a crossroads, which it does so 
  with its life . If a forced entry is attempted, it summons 
  satyr reinforcements and attacks ruthlessly . 
  
  30
  Crystalline Cat 
  This large cat-like creature seems to be made from 
  crystalline shards .
  Fey Cat. Although they look like elementals or 
  constructs, crystalline cats are natural fey . Little is 
  known about their origin, but they often appear in 
  wintery locations . 
  Harmonic Hunter. Crystalline cats are tied to sound 
  and music . The sound of their crystals creates a 
  pleasant melody when they walk, although they can 
  muffle it when hunting . 
  Crystal Growth. The crystals that make up a 
  crystalline cat’s body continue to grow throughout its 
  life . When young, they are thin and fine, like fur . As 
  they age, they become thicker and longer, giving them 
  a bristlier appearance . 
  Tactics. Crystalline cats prefer to surprise and stagger 
  their foes with a shattering sound, before pouncing for 
  the kill . They like to attack in packs, and will flee if the 
  fight appears hard .
  
  31
  Deepling 
  This creature has pale grey skin and extra skin folds 
  around its neck .
  Throaty Laugh. If a deepling feels threatened, it 
  makes a deep-throated laughing sound that induces 
  fear . 
  New Tunnels. Deeplings travel freely underground 
  with their ability to move the earth itself . 
  Tactics. Deeplings avoid combat, and rely on their 
  scare ability to keep enemies away .
  
  32
  Ekekeh 
  This creature looks like a dolphin with a large, spiral 
  horn surrounded by crackling electricity .
  City Makers. Many assume that ekekeh are just smart 
  dolphins, but these creatures have created their own 
  underwater cities that rival the size of land-based 
  ones . 
  Bioelectricity. A common but false belief is that the 
  frontal horn of an ekekeh allows them to generate 
  electricity . In truth, the metal deposits in their horns 
  allow them to more easily channel and control their 
  lightning . Without the horns, their lightning is more 
  violent and uncontrolled .
  Land Floater. In addition to their electricity 
  generation, ekekeh also have some telekinetic control . 
  They can use this power to slowly float themselves 
  outside of water . It may look silly, but coastal cities 
  sometimes have ekekeh floating through the streets, 
  shopping .
  Tactics. Ekekeh avoid fights unless in the water . Once 
  there, they unleash ranged lightning bolt attacks . 
  While that is charging, they ram foes with their horns 
  and shock them with their electrical field .
  
  33
  Encantado 
  This creature appears like a mermaid, but with the 
  body of a dolphin instead of a fish .
  Party Crasher. Encantado love parties and festivals . 
  They often assume a humanoid form to infiltrate, 
  using their charms to gain access . Once in the party, 
  they sing and dance happily .
  Narcissistic. Some encantado are extreme 
  narcissists . They attack anyone who insults their 
  beauty .
  Bad Influence. Stories about encantado claim that 
  they steal people away to their river dens . While not 
  always true, some encantado become so enamored or 
  obsessed with a creature that they lure them away for 
  their personal enjoyment . 
  Tactics. Encantado rely on their charm to avoid 
  combat . They will use their intoxicating touch to 
  weaken their foes before attempting to escape . They 
  swim faster than they run, so they look for nearby 
  rivers to escape to .
  
  34
  Erlking 
  This majestic, regal elf has wings made of leaves 
  instead of feathers . 
  King of the Forest. Erlkings guard the most pristine, 
  untouched natural lands . Other fey recognize an 
  erlking’s might and view them as rulers . 
  Nature’s Fury. An erlking is an embodiment of nature 
  itself . They move with astounding grace and speed, 
  and are ruthless in defending or reclaiming defiled 
  land . 
  Untamed. Erlkings spend their time in both the 
  mortal and fey realms . Because of this, even though 
  they are powerful, they are not Fey Lords . Erlkings 
  have little care for ruling or having subjects, and focus 
  on the protection of nature . 
  Tactics. The erlking summons a treant if it does 
  not already have one . It focuses on taking down the 
  weakest targets first, using its longbow to weaken 
  at range or closing in with swords to destroy ranged 
  attackers . It will restrain melee based attackers so 
  they cannot reach the erlking . 
  
  35
  Escorite
  Glittering dust surrounds this giant moth that has a 
  skull for a head and dangling tentacles .
  Adult Remacera. Escorite are the final form of 
  remacera, although no one is sure what causes them 
  to pupate . Escorite and remacera seem to represent 
  two different aspects; remacera for rebirth, and 
  escorite for entropy . 
  Inevitable Entropy. These death head moths are 
  agents of entropy, and seek to speed it along whenever 
  possible . Creatures near them catch maddening 
  glimpses of the end of everything . 
  Final Death. Fey and other creatures that can 
  reincarnate fear the escorite’s glare . Being killed by 
  these creatures is permanent and final, and each 
  death hastens the end of the universe . 
  Tactics. Escorite do not fear death, and fight to the 
  death . They will use their Eyes of Entropy at range, as 
  they move closer to put creatures within their Aura of 
  Inevitability . Escorite focus on one creature at a time; 
  after all, entropy isn’t hastened if multiple creatures 
  are wounded, just if they’re killed .
  
  36
  Faerie Seer 
  An old humanoid sits before you, dressed in a simple 
  robe and wearing a sash over its eyes . 
  Crossroads of Time. Faerie seers are rare creatures, 
  born in the spaces between the boundaries of planes 
  and time . They are born with the gift to see into 
  multiple timelines, but are unable to directly see the 
  world around them .
  Seekers of Knowledge. A faerie seer is born old 
  and knowledgeable, but they don’t know everything . 
  They use their vision to collect information and 
  learn as much as they can . However, seers that push 
  themselves too hard can stumble upon tendrils of the 
  Far Realm, which leads to madness . 
  Unsurprised. Most faerie seers are welcoming of 
  strangers, because they already know their intentions . 
  It is rare for a seer to be surprised, and most know of 
  the time and place of their death . 
  Tactics. Faerie seers are usually unsurprised by 
  combat, and if not destined to die, are prepared . 
  Although not proficient fighters, they likely have had 
  time to lay traps and have allies or reinforcements 
  nearby . Finally, a faerie seer will offer to share secrets 
  to spare their life . 
  
  37
  Fastachee
  This tiny creature appears to be made of corn husks, 
  and carries a basket filled with corn cobs . 
   Protector of Corn. Fastachee are benevolent fey who 
  act as protectors of crops . They have a strong affinity 
  for corn, and can quickly grow it from nothing . They 
  spend time tending to other crops and helping them 
  grow . 
  Generous. Fastachee are happy to share their bounty, 
  especially corn, to kind folk . Many a village has been 
  saved from a harsh winter by a fastachee .
  Angry Fields. Fastachee are normally peaceful, but 
  will attack any creatures that threaten the health of 
  their crops . They don’t mind harvesters, but evil or 
  blighted creatures will find the fields coming to life to 
  attack .
  Tactics. Fastachee prefer to fight from range, using 
  their powers to animate the fields to attack on their 
  behalf . They will attempt to befuddle or trap enemies 
  in corn mazes that spring from nowhere . If cornered, 
  these tiny fey show that they are quite adept at using 
  corn cobs as weapons .
  
  38
  Faun 
  A faun resembles a human with the furry lower body 
  and cloven hooves of goats . Spiral horns sprout from 
  their heads, ranging in shape from a pair of small 
  nubs to large, curling ram’s horns . 
  Satyr Relative. Fauns are closely related to satyr, 
  but are more gentle and calm than their hedonistic 
  cousins . They are often confused for each other, which 
  annoys both fauns and satyrs . 
  Art Appreciation. Fauns love the arts, whether it 
  is music, dance, or literature . They will patronize a 
  skilled performer and seek them out time and time 
  again .
  Countryside Connection. Fauns are known to 
  wander for long stretches of time before finding a 
  countryside that calls to them . They will then settle 
  down and befriend the locals of the region . If danger 
  threatens their home or that of their friends, they will 
  call for aid from allies they’ve met on their travels
  Tactics. Unless angered or defending their home, 
  most fauns will use their panpipes to put enemies 
  to sleep and then walk away . In a dangerous fight, 
  however, after doing so they will then use their 
  weapons to attack anyone that resisted . 
  
  39
  Fear Eater
  This creature looks like a pale, fleshy, oversized 
  caterpillar with stubby arms and a human face .
  Fear ‘Shrooms. These vile creatures live in dark 
  places where they can grow their mushrooms . The 
  vast fungal gardens of the fear eaters are filled with 
  the bound, living hosts of the mushrooms . The 
  mushrooms feed on the fear of the person they are 
  implanted into, and grow larger as their fear builds . 
  Fear eaters consider these mushrooms a luxury, and 
  they cause a euphoric sensation in anyone that eats it . 
  Shunned. Fear Eaters are hated by everyone, even 
  those that purchase the mushrooms from them . The 
  mushrooms are expensive, and those wealthy enough 
  to afford them prefer to do so through intermediaries . 
  Not for any amount of discretion, mind you, but 
  because no one wants to be near the ugly creatures . 
  Cultivation. Fear eaters care only about growing the 
  biggest, best mushrooms . They look for strong hosts 
  that look like they could nourish the mushrooms for a 
  long time . They are ruthless and remorseless . 
  Tactics. Fear is obviously the most important tool 
  in a fear eater’s kit . They will spew a fungal mass to 
  restrain creatures, and supernaturally induce fear in 
  anyone who avoided it . They then move in close, using 
  their claws to infect as many creatures with anxiety 
  spores . When multiple creatures are infected, they 
  detonate the spores and repeat the process . 
  
  40
  Fey giant toad (Template)
  This toad is clearly supernatural, from its bright colors 
  to sparkly wings . 
  Fey creatures are versions of normal creatures that 
  are either native to the Fey realm or live close to it . 
  Fey Template
  Any creature creature can become a fey creature or 
  have a fey counterpart . A creature that becomes fey 
  retains all its statistics except as noted below .
  Type. The creature’s type changes to fey
  Ability Scores. The creature gains a +2 bonus to 
  Intelligence and Charisma . 
  Darkvision. The creature gains darkvision 60 ft .
  Flight. The creature gains a flight speed equal to 1 .5 
  times its base ground speed unless it already has a 
  faster flight speed . 
  Language. The creature knows Sylvan . 
  Fey Traits. The creature gets one of the following 
  abilities . 
  • Change shape. The creature can use its action to 
  polymorph into another form or back into its true 
  form, which is fey . Its statistics, other than its AC, 
  are the same in each form . Any equipment it is 
  wearing or carrying isn’t transformed . It reverts to 
  its true form if it dies . 
   Possible forms include a normal version of the 
  base creature, a humanoid, or an animal . 
  • Misty Step. The creature can cast misty step . 
  • Magic Resistance. The creature has advantage 
  on saving throws against spells and other magical 
  effects . 
  • Invisibility. As an action, the creature magically 
  turns invisible until it attacks or casts a spell, or 
  until its concentration ends (as if concentrating 
  on a spell) . Any equipment the creature wears or 
  carries is invisible with it .
  
  41
  Forest Folk
  This small creature blends in with the environment, 
  cloaked in natural terrain . 
  Sonic Elemental. These small creatures are tied to 
  sonic energy, and can unleash a staggering shout . 
  They live in very secluded areas, however, so few hear 
  these sounds . 
  Gliding Hunters. Forest folk have thin membranes 
  under their arms that allow them to glide short 
  distances . They hunt and forage for food, targeting 
  foxes and other small animals from the sky . They live 
  in tribes among the trees, and rarely travel along the 
  ground . 
  Tactics. Forest folk will usually just hide from 
  intruders . If they attack, it is usually in a coordinated 
  group . They will surround and use their Hunting Cry, 
  darting among the trees and staying out of melee 
  range . 
  
  42
  Forgotten One
  These creatures are about a foot tall, with slender 
  limbs and camouflage clothing . 
  Fey Spies. Forgotten ones are natural spies, due to 
  their size and special ability . They work for powerful 
  fey, and stalk strangers that enter the realm . You could 
  be followed by a dozen forgotten ones and never know . 
  Forget. The feature that makes these fey superb spies 
  is their ability to erase memories . Even if you were to 
  spot a forgotten one, they will make you forget about it . 
  Environmental Awareness. Forgotten ones don’t 
  need to directly see a creature to spy on it . They 
  can commune with the environment around them, 
  allowing them to see creatures behind walls, in cover, 
  or invisible, which is a common ability among the fey .
  Tactics. Forgotten ones do not engage in combat, their 
  role is to observe . They will flee from any fight, using 
  their Forgetful Presence to erase memories of the 
  meeting . 
  42
  
  43
  Forlarren
  Forlarren look like satyr or fauns with hairless bodies 
  except for their head . Their horns are larger, and can 
  form asymmetrical shapes . 
  Half Fiend, Half Fey. The offspring of a fey and a fiend 
  does not always result in a half-fiend . It occasionally 
  results in a forlarren, which physically appears like a 
  fey but still possesses fiendish qualities . 
  Outcast. Forlarren are usually outcasts . Their 
  parents, if alive, either want nothing to do with the 
  child or can’t handle its violent temper . Few societies 
  will willingly open up to a forlarren, which only serves 
  to deepen their bitterness to the world . 
  Fiery Rage. Forlarren possess an incredible temper, 
  and lash out at anything nearby . They become so 
  consumed by hatred that they become mindless in 
  their rage . However, once they have killed a creature, 
  the memories of those who have been kind to it 
  surface, and the forlarren becomes overwhelmed by 
  remorse . 
  Tactics. Forlarren attack in a rage . They gain a some 
  powers from their fiendish parent, and use it to heat 
  the metal armor or weapons of an enemy . They then 
  focus on ripping an enemy to pieces with their claws, 
  only changing targets once they are dead . 
  
  44
  Fossegrim
  A beautiful elf with white hair holds a harp .
  Waterfall Lurker. Fossegrim are evil fey that haunt 
  waterfalls, and lure unlucky travelers to their watery 
  death with songs and the promise of treasure . 
  Drowning Death. One way or another, a fossegrim 
  will drown its targets . It can create an illusion of a pile 
  of treasure under the water, or charm with music . The 
  mere touch of a fossegrim induces drowning, as water 
  fills their lungs . It can then grab and drag them under 
  the waves . 
  Musician. Fossegrim are never without their 
  instrument, which they are skilled at playing . While 
  attractive, they cannot magically charm without this 
  instrument . 
  Tactics. The fossegrim will lure an unsuspecting 
  creature close, where it can touch them and induce 
  drowning . It then uses Hydraulic Torrent to push 
  melee fighters away, and will try and pull other 
  creatures under the water . The fossegrim will flee if it 
  feels threatened, using transparency to its advantage . 
  
  45
  Frostwind Virago
  A woman of incredible beauty smiles at you from 
  beneath a fur coat . Flakes of snow dot her body . 
  Cruel Heart of Winter. Frostwind virago embody the 
  cruelness of a winter blizzard . Her veins are filled with 
  cold, and her chilling touch causes frostbite . 
  Cold Call. A frostwind virago lures victims with her 
  captivating call . They often live in secluded castles, 
  calling from the walls . 
  Icy Domain. Frostwind viragos are the servants of 
  Auril the Frostmaiden . Their goal is to cover the world 
  in ice . They have been known to ally with frost giants, 
  and recently have been interested in recovering the 
  fabled Ring of Winter . 
  Tactics. These fey 
  use their captivating 
  call to lure creatures 
  close, suppressing their 
  mind freeze aura . Once 
  creatures are close, 
  they unleash both their 
  aura and icy vortex . 
  They focus their attacks 
  on those that are 
  resisting the effects of 
  the mind freeze aura . 
  
  46
  Fyr
  Fyr are goat headed humanoids . They have large ram 
  horns, goat-like legs, a bushy tail, and a humanoid 
  torso . Their body is covered in hair and jewelry . 
  Nomads. Fyr are natural nomads, rarely staying in 
  one place longer than a few months . They are solitary, 
  only traveling with a few animal companions . They 
  acclimate to new areas very quickly, and are hard to 
  track .
  Jeweler. Fyr are fascinated by jewelry, and have 
  a natural knack for making it . A fyr-made piece of 
  jewelry is in high demand, and can fetch a high price . 
  Fyr prefer to trade with civilizations that appreciate 
  their skills, and avoid those that don’t . 
  Tactics. Fyr prefer to avoid combat if possible . In a 
  fight, they will charge and ram their foe, fleeing if they 
  begin to lose . 
  
  47
  Gathlain (Race)
  Gathlain look like slender gnomes with wings made of 
  wood and vines . 
  First Seed. Legends state that the Gathlain were 
  among the first creatures of the Feywild, born from 
  the seeds of a magical tree . The seed became their 
  wings, and allowed them to spread across the realm . 
  Explorers. Gathlain are naturally curious, and travel 
  to indulge in their whims . Gathlain have crossed the 
  boundaries between realms, and explore the strange 
  lands they come across . 
  Gnomish Friends. Gathlain are fond of gnomes, and 
  see themselves as cousins . However, gnomes often 
  see the gathlain as too random and unreliable . 
  Tactics. Most gathlain are magically inclined, and 
  fight at range with their spells
  Racial Traits
  Gathlain share certain traits as a result of their fey 
  heritage . 
  • Ability Score Increase. Your Charisma score 
  increases by 2, and your Dexterity score increases 
  by 1 . 
  • Age. Gathlain mature at the same rate as gnomes 
  do . They can live 350 to almost 500 years .
  • Alignment. Gathlain are chaotic creature of the 
  Feywild . They act to amuse themselves and satisfy 
  their curiosity . 
  • Size. Gathlain are between 3 and 4 feet tall and 
  average about 40 pounds . Your size is Small .
  • Speed. Your base walking speed is 30 feet . 
  • Flight. You have a flying speed of 30 feet . To use 
  this speed, you can’t be wearing medium or heavy 
  armor . 
  • Fey Ancestry. You can cast entangle, using 
  Charisma as your spellcasting ability for it . Once 
  you cast this spell, you can’t cast it again with this 
  trait until you finish a long rest . 
  • Languages. You can speak, read, and write 
  Common and Gnomish . 
  
  48
  Gerbie
  This adorable creature is a cross between a mouse 
  and a lizard standing on its hind legs, with large eyes, 
  cute clothes, and a friendly presence . 
  Harmony. Gerbies are fey of friendship and harmony . 
  They hate violence, and either bring opposing sides 
  to an agreement, or make them forget why they were 
  upset in the first place . 
  Protect and Correct. Gerbies make excellent friends, 
  but they can cause problems for those whose careers 
  involve violence . The gerbie will always get involved 
  and try to solve problems peacefully . 
  Travelers. Gerbies congregate in small settlements 
  built into mushrooms, but they often feel the call to 
  wander . Young gerbies will travel the world, hoping to 
  bring about world peace .
  Gerbie. A gerbie will not fight . They will use their 
  friendship aura to try to make peace, and charm 
  monster to force compliance . If this fails, they will use 
  their Forget ability to remove memories of the meeting 
  or source of anger, fleeing if it seems like their life will 
  be in danger . 
  
  49
  Glaistig 
  Glaistig are incredibly powerful fey with a strong 
  connection to nature and the earth . They appear like 
  female humans or elves with green skin and goat-like 
  legs . They often wear long, flowing robes that conceal 
  their legs . 
  Ancient Protectors. Glaistig are among the oldest 
  and most powerful fey . When the world was young, 
  they existed as bodiless spirits of the earth . In order 
  to protect the lives of early humans, they took physical 
  forms and acted as their guardians . Glaistig still have 
  a strong connection to their time as earth spirits, 
  and can summon elementals to come to their aid . 
  They prefer to combat threats subtly, acting from the 
  shadows to make it appears as if the land itself has 
  risen to fight . When angered though, they stride into 
  battle to face their opponent head on .
  Hates Lies. Although they have no compulsion about 
  telling a falsehood, glaistig hate to be lied to . Lying to 
  a glaistig is dangerous, as their fickle nature can send 
  them into a blind rage . 
  Fey Witch. Glaistig protect large swaths of land, and 
  can be a boon to farmers that live nearby . However, an 
  angered glaistig is a terrible sight, as she can just as 
  easily blight crops within her domain . Farmers often 
  leave gifts as both thanks and tribute to the glaistig . 
  Tactics. Against minor threats, a glaistig will summon 
  allies to scare them off . When angered or facing 
  a dangerous foe, they utilize all of their powers . 
  They enter battle with their summoned allies, and 
  focus spells and attacks against those that resist the 
  glaistig’s Euphoric Aura . The glaistig will move and 
  reposition itself often, using walls of thorns and earth 
  to provide cover or separate allies from each other . 
  Lair Actions
  On initiative count 20 (losing initiative ties), the 
  glaistig takes a lair action to cause one of the following 
  effects:
  • Awaken. The glaistig turns a nearby tree into a 
  treant . The glaistig can only have one awakened 
  treant at a time .
  • Reshape Environment. The glaistig alters the 
  environment as per the move earth spell, but it 
  happens instantly and requires no concentration .  
  • Wall of Thorns. The glaistig casts wall of thorns . 
  Regional Effects
  The region containing a glaistig’s lair is warped by 
  the fey’s influence, which creates one or more of the 
  following effects:
  • Good or Bad Crops. The glaistig decides if crops 
  within 20 miles of its lair grow faster than normal 
  or are blighted . Water is either fresh and ample or 
  scarce and polluted . 
  • Monster Free Zone. The area around a glaistig’s 
  lair is either free from monsters or contains far 
  fewer than normal . This is a supernatural effect 
  that compels monsters and dangerous creatures to 
  leave . 
  The glaistig’s regional effects fade if it is killed .
  
  50
  
  51
  Glitterhaunt
  A creature with a body made of earth and gems rises 
  from the ground before you .
  Earthen Fey. Glitterhaunt are fey spirits with a 
  connection to earth . Their bodies are crystalline in 
  nature . 
  Prism. The gems in a glitterhaunt’s body create pretty 
  colors, but the glitterhaunt can turn these rays of light 
  into elemental energy . 
  Shattered Weapons. Glitterhaunts eat metal and rock 
  for sustenance . They have such find control over their 
  body that they can absorb the metal from a weapon 
  striking them, adding it to their body . 
  Tactics. The glitterhaunt closes into melee range 
  against a foe using metal weapons, using Earth Glide 
  to travel safely . They will use their Prismatic Flash 
  and Shardburst against groups of foes, or focus on 
  one enemy with their gemlance . They use their Absorb 
  Metal ability to disarm melee fighters . 
  
  52
  Gloura 
  Gloura have silver skin and moth-like wings . They live 
  underground and wear simple clothing . 
  Lonely Singer. Gloura have beautiful singing voices, 
  but are shy creatures . They sing to themselves when 
  alone, their beautiful songs echoing throughout the 
  long caves and tunnels of the underground . 
  Nurturing. Gloura are kindhearted creatures . They 
  look after anyone they come across, especially if they 
  look injured . 
  Well Received. Everyone in the underground likes 
  gloura, even traditionally evil civilizations . Little altars 
  and offerings are left out for gloura to entice them to 
  visit .
  Tactics. Gloura prefer to not fight, and they’ll use their 
  spellcasting to mind control people into leaving them 
  alone . They flee if they can’t avoid a fight . 
  
  53
  Gossip Pixie, Danthienne 
  A fey the size of a child is dressed in exquisite clothes 
  and jewelry . 
  Gossipmonger. Danthienne earn their nickname 
  as gossip pixies . They roam royal courts and other 
  organizations, eavesdropping and sharing secrets . 
  Lying Inspiration. Danthienne often claim that they 
  can grant wishes or bestow blessings in exchange for 
  favors or fancy clothing . They have no ability to do so, 
  however, and use their abilities to make it appear so . 
  Mock Court. If left to their own devices, without a 
  court to insert themselves into, a danthienne will 
  round up unsuspecting mortals and other creatures 
  into a mock court . With no check on their power, they 
  quickly turn to deadly intrigue and politics . 
  Tactics. Danthienne avoid combat themselves, using 
  willing or unwilling allies to fight on their behalf . 
  
  54
  Grave Fairy
  Grave fairies get their name because they spend most 
  of their time around graveyards . They have pale skin 
  and white, wispy wings . 
  Grave Witch. Grave fairies share many similarities 
  with witches, including cooking with cauldrons . 
  Bargains. A grave fairy is a powerful fey that is 
  willing to make deals . Those that can’t afford a proper 
  resurrection visit a grave fairy, who spells out the 
  details of the uneven bargain . They have nothing to 
  lose in the arrangement . 
  Tactics. A grave fairy doesn’t feel the need to fight, 
  since it prefers to strike deals and bargains . In a fight, 
  however, it blights an enemy and then stabs them with 
  its dagger . If it has someone’s soul, it holds it hostage . 
  If a fight continues, it destroys the soul and kills the 
  creature . 
  
  55
  Gray Jester 
  The gaunt figure before you wears the grey-hued attire 
  of a jester . It holds a scepter with a doll’s head at the 
  top and chuckles . 
  Joy Eater. Grey Jesters are drawn to happiness, which 
  they feed off of . They drain the happiness from people 
  until they become joyless husks . 
  Bleak Ones. A creature that has had all emotion 
  drained from them becomes a bleak one . Bleak ones 
  loyally follow the jester and its orders, unable to feel 
  any positive emotions . They take no actions unless 
  commanded to by the grey jester . 
  Laugh for Me. Because the grey jester feeds off of 
  happiness, it tries to cause others to laugh . The effects 
  of its empathic feeding is subtle, so the poor victims 
  don’t realize what is happening until it’s too late . 
  Tactics. The grey jester will remain hidden if it can, 
  lurking in the shadows while its prey experiences joy . 
  If needed, it moves in to cause magical laugher with 
  a touch before draining them further . A grey jester is 
  usually supported by a number of bleak ones . 
  
  56
  Gremlin, Jinkin
  This tiny creature has a wide, toothy grin and bat-like 
  ears . Its eyes glow dimly with a solid orange light .
  Cursed Items. Jinkin have the ability to curse items, 
  even magical ones . They will observe enemies from 
  a distance, and sneak into their camp while they are 
  asleep . Once inside, they will imbue the item with a 
  curse that afflicts the first person to use it . Sometimes 
  they’ll steal an item if it catches their eye instead .
  Grudges. Jinkin are known for harboring long 
  grudges . They will wait weeks or months for the 
  perfect opportunity to exact their revenge . Sadistic 
  creatures, their revenge can range from petty theft to 
  hired assassins .
  Dwarven Scourge. Many dwarves despise jinkin, 
  and vice versa . There are many dwarven stories about 
  tragedies or crimes that jinkin have caused . 
  Tactics. Jinkin hide in the shadows, attacking larger 
  creatures when they are in an advantageous position . 
  They will make a sneak attack and then run away, 
  luring the enemy into a pit trap . If the battle truly turns 
  against them, they will Fey Step away .
  
  57
  Gremlin, Nuglub
  This gremlin has a hunchbacked form and three 
  glowing eyes . 
  Blood Lust. Unlike most gremlins, nuglub love 
  combat . They sharpen their teeth and claws in their 
  free time and actively seek out fights or opportunities 
  for murder .
  Armor Jealously. The hunchbacked, twisted form of 
  nuglubs make finding fitting armor impossible . They 
  are jealous of this fact, and rip the armor from heavily 
  armored foes . 
  Brute. Nuglub are big bullies . They often work with 
  other gremlins or smaller creatures, because they 
  like being the biggest or strongest in a group . They 
  fight with each other, and cannibalize anyone who 
  disagrees with their orders . 
  Tactics. Nuglub like battle, but they still look for 
  sneaky opportunities . If an enemy wears heavy armor, 
  they focus all their attacks on them . They will attempt 
  to kneecap them, and then pile on them with shocking 
  grasp .
  
  58
  Gremlin, Pugwampi
  If someone took a sick chihuahua, mixed it with a 
  gremlin, and then made it even uglier, you would have 
  a pugwampi .
  Bad Luck. An aura of bad luck surrounds these 
  creatures . Pugwampi love to see accidents befall other 
  creatures, and will try to engineer situations where 
  even worse outcomes occur . 
  Hard of Hearing. Even though they have the 
  trademark bat-like ears, pugwampi have poor hearing . 
  When not sneaking, they shout loudly at each other in 
  order to hear . 
  Gnoll Humor. Pugwampi feel a kinship with gnolls, 
  and aspire to be just like them . Gnolls, on the other 
  hand, hate these cowardly weak creatures, just like 
  everyone else . They might keep some around for 
  torture or food .
  Tactics. Pugwampi are cowards . They will only attack 
  from an advantageous position, and generally try to 
  engineer situations where accidents happen instead . 
  They usually flee combat .
  
  59
  Gremlin, Vexgit
  Vexgit are aquatic gremlins with a crustaceous 
  appearance . 
  Disassemble. Vexgit channel their destructive 
  tendencies into sabotaging and scrapping constructed 
  objects . The larger the object, the happier they are to 
  ruin it .
  Wrecking Crew. An individual vexgit can cause a lot 
  of problems, but a group of them working together can 
  be downright dangerous . They can create elaborate 
  death traps from existing objects very quickly, and can 
  turn a simple hideout into a trap infested lair .
  Drawn to Cities. Like other gremlins, vexgit like 
  to live underground . They are drawn to populated 
  centers, and live in the sewers or near rivers . 
  Tactics. Vexgit like to attack with traps . They operate 
  best from their lairs, where traps can soften of their 
  foes . They avoid direct confrontation as long as 
  possible, and then rely on pack tactics . 
  
  60
  Grig 
  Griggs are creatures with the upper body of a fey 
  humanoid and the lower body of a cricket . 
  Musical Legs. Grigs love music, and can create 
  beautiful sounds by rubbing their legs together . 
  Creatures that hear their songs are inspired to dance 
  along . 
  Close Community. Grigs live in close knit 
  communities . They support and aid one another, and 
  their nights are filled with song and dance . They have 
  many festivals based around the stages of the moon .
  Confront Ugliness. Despite their small size, grigs are 
  eager and willing to fight evil and banish ugly things . 
  Their definition of ugly is imprecise, and they find 
  themselves in trouble because of it .
  Tactics. Grigs attack from range whenever possible, 
  using their flight and speed to stay out of reach . 
  
  61
  Grimm
  A monstrous creature with sharp claws and fangs 
  looms before you . Its black skin glistens as if wet, and 
  ink seems to drip from its claws . 
  Ultimate Weapon. Grimm were weapons created 
  by the Unseen Court to destroy the ruling class . 
  Designed to find and hunt fey, they were created as the 
  ultimate hunters . 
  Fey Hunter. Created grimm were deposited in 
  specific locations, and left to their own devices . Their 
  predatory instincts kicked in, and they prowl large 
  areas looking for fey to consume . 
  Creature of Shadow. Grimm were infused with 
  shadow magic, and thrive in the dark . They easily fade 
  into shadows, and can consume the life energy from 
  a still living creature . They are so imbued with evil 
  energy that it actively bleeds into the world, causing 
  damage to anyone nearby . 
  Tactics. A grimm will focus on one creature at a time, 
  preferring fey . It will try to grapple and bite . A grimm 
  will retreat from a fight with its Ethereal Jaunt ability 
  and try again later .
  
  62
  Grimstalker  
  This creature looks like a wooden, hairless elf . Its 
  arms are long and end in sharp claws, and its skin is 
  bark-like . 
  False Guides. Grimstalkers are evil fey who delight in 
  murder . They will act pleasant to travelers, and offer to 
  be a guide . The unfortunate traveler is lured into the 
  forest, and never seen from again .
  Marked Territory. Grimstalkers mark their territory 
  by hanging the skulls of their victims from trees, 
  forming a perimeter . If they are acting pleasant, they 
  will make up lies about an evil creature that lives in 
  the area, and present themselves as the only safe 
  route .
  Plant Master. Grimstalkers create weapons, nets, 
  and poison from their environment, and also have a 
  special ability to train assassin vines and other plant 
  creatures .
  Tactics. A grimstalker acting pleasant will try to 
  isolate creatures and lure them into traps . If hunting, 
  it will attack from stealth, entangling them before 
  striking . A grimstalker will flee to attack again later . 
  
  63
  Hamadryad
  The ruler of the forest, a hamadryad possesses 
  the poise and dignity of a noble with the physical 
  appearance of a dryad .
  Master Dryad. Individual dryads have a connection 
  to a specific tree . Hamadryads have a connection to 
  an entire forest of trees . They do not grow weak or die 
  if separated from their forest, but it does make them 
  uneasy . Hamadryads can support a dryad who has 
  lost their tree, sustaining them until they can bond to 
  another one .
  Aspect of Nature. Nature has many aspects, some 
  dangerous and others benevolent . Hamadryads 
  represent the protective and nurturing aspects of 
  nature . 
  Protector. A hamadryad’s primary purpose is 
  defending their forest and the dryads that live within 
  it . They are indifferent to other creatures as long as 
  they cause no harm . If 
  the hamadryad’s subjects 
  are threatened, however, 
  she will act swiftly and 
  ruthlessly to defend them .
  Tactics. A hamadryad 
  prefers to use its 
  magical powers from 
  afar . Avoiding direct 
  conflict is emphasized, 
  and the hamadryad will 
  attempt to confuse or 
  force compliance from 
  an enemy . If a big fight 
  occurs, the hamadryad 
  will use its most powerful 
  spells, and use Tree Stride 
  to stay out of range . 
  
  64
  Hellfire Ignis
  This small imp-like creature has red skin . Molten rock 
  drips from its hands .
  Fire Fey. Hellfire ignis are corrupted fey who once 
  represented the positive and negative aspects of 
  fire; death and rebirth . Now they just represent 
  destruction .
  Pyromaniac. These creatures love to see things burn . 
  Unlike most fey, they are attracted to cities where they 
  can set off large blazes . 
  Familiar. Although they look like imps, hellfire ignis 
  are not fiends . They do have a strong connection to 
  fire, and spellcasting pyromancers find them useful . 
  They sometimes employ them as familiars, although 
  they have to keep a close eye on them .
  Tactics. A hellfire ignis’ primary goal is fire . They 
  want to set as many things on fire as they can . They 
  are not brave, and will flee to save their life . 
  
  65
  Hoarfroster
  This ghostly figure hovers over the snowy ground, 
  elvish in appearance but with cold sapphires as eyes . 
  Nocturnal Hunter. Hoarfrosters are nocturnal, hiding 
  underground in burrows during the day . Their vision 
  is sharpest at night, when they emerge to hunt . 
  Cursed Death. Hoarfrosters are created when a 
  creature is killed by another hoarfroster . Their bodies 
  lie dormant for over a year before transforming into 
  the spectral fey .
  Spirit Nature. The fey does not need to eat or sleep .
  Tactics. A hoarfroster only attacks at night . They react 
  violently to light and heat, attacking those that carry 
  an open flame like a torch . They attack until killed .
  
  66
  Hoary Hunter
  The hoary hunter is a humanoid with sharp, 
  exaggerated features . It is completely white, including 
  its clothing . 
  Moonlight Hunter. A hoary hunter appears on cold, 
  moonlight nights to hunt travelers, dragging them 
  away into the Feywild where they are never heard 
  from again . When moonlight shines on the ground, a 
  fog appears with a distant sound of hoofs . Soon after, 
  the hoary hunter appears on its steed . 
  Claim Souls. These evil fey attack without mercy, 
  preying on travelers that can’t defend themselves . 
  They trap souls in their magical longswords, so they 
  don’t hold back against helpless foes .
  Hoary Steed. Each hoary hunter rides a majestic 
  flying steed as white as the hunter itself . The sound of 
  their hooves announce approaching doom . 
  Tactics. The hoary hunter fights from horseback 
  as much as possible . It doesn’t expect resistance, 
  so it defaults to using its longsword . If it finds itself 
  fighting a powerful enemy, it uses its magical powers 
  to weaken them . The hoary hunter fights until killed 
  since it knows it will regenerate later . It then holds 
  a grudge against those that killed it and will hassle 
  them until permanently killed .
  
  67
  
  68
  House Spirit, Domovoi 
  This tiny creature is mostly beard . Little arms and 
  legs stick out from the mass of hair .
  House Helper. Domovoi are helpful fey that take 
  residence in homes and help out with chores . They do 
  so secretly, and try to avoid detection . Although they 
  may never be seen directly, once the home owners 
  learn of their presence, they leave food and treats for 
  the domovoi . 
  Generational. A single domovoi might live in the 
  same house for many generations . When a domovoi 
  lives in a house for long enough, it slowly begins to 
  take on the physical characteristics and quirks of the 
  family .
  Fortune Teller. Domovoi can tell the fate of the family 
  they protect, and may share this information with 
  them . However, the domovoi can grow annoyed if 
  asked to use this ability too often .
  Tactics. Domovoi remain invisible and undetected 
  unless defending their home . If this happens, they will 
  try to put their enemy to sleep and move them away . If 
  this fails, they either enlarge their size or reduce their 
  opponent’s size, or use their telekinesis to hurl them 
  around . 
  
  69
  House Spirit, Dvorovoi
  This tiny creature has a mane of wild curly hair . 
  Yard Helper. Dvorovoi are helpful creatures that 
  assist with chores in the yard or pasture . 
  White Hatred. Dvorovoi hate white animals . They 
  refuse to work or be in the presence of one . For 
  unknown reasons, this hatred doesn’t apply to white 
  chickens . 
  Tactics. Most dvorovoi avoid direct confrontation . If 
  a fight breaks out, they will cast entangle at their foes 
  and escape .
  
  70
  House Spirit, Ovinnik
  This tiny creature has a feline appearance, with dark 
  fur and a flickering flame in its clawed hand . 
  Granary Helper. Ovinnik make their homes in 
  granaries or drying houses . Like cats, they keep away 
  vermin if placated . 
  Yearly Divination. If a family has an ovinnik living 
  with them, it is tradition to visit the creature once a 
  year to hear their fate . The ovinnik will touch them, 
  and the warmth of the touch dictates their luck . If the 
  touch is warm, they will have good luck . If the touch is 
  cold, they will have bad luck .
  Fickle. Ovinnik are the most temperamental of the 
  house spirits . Their ability to conjure fire makes them 
  dangerous if not treated well . 
  Tactics. The ovinnik prefers to avoid fighting, and 
  uses tradition and superstition to live a spoiled life . If 
  it thinks a fight will break out, it will attempt to use its 
  baneful touch . It uses produce flame attacks at range, 
  and will flee to save its life . 
  
  71
  Huldra 
  A huldra appears like a lithe, strong person with a fox 
  tail . Somewhere on their body, typically on the back, 
  is a wood-lined hollow . Their slender frame conceals a 
  supernatural strength .
  Legends of the Hollow. There are many legends that 
  claim huldra were created by troll witches, explaining 
  their regeneration powers and strength . The hole in 
  their body is where the witches ripped their soul out .
  Huldra hate this story .
  The quickest way to anger a huldra is to bring this 
  legend up, or to call them a hollow . They deny and 
  despise this legend and all things trollish, and go out 
  of their way to attack trolls . 
  Tail of Beauty. A huldra’s tail has the ability to strip 
  away the beauty from a creature temporarily . Each hit 
  from the tail makes a creature progressively uglier . 
  The troll legends say this is because the huldra would 
  store the beauty and bring it back to the troll witches . 
  Lucky Encounter. Huldra are friendly and respectful 
  to strangers who treat them in the same way . They are 
  willing to bestow a boon to those who leave a positive 
  impression on them, or a negative boon if they are 
  suspicious . 
  Tactics. A huldra will attempt to alter a creature’s luck 
  before a fight breaks out . Once a fight happens, they 
  leap into melee combat . They will only flee if badly 
  wounded . They will also use their incredible strength 
  to manipulate the battlefield .
  
  72
  Hybsil
  A hybsil is a centaur-like fey, but with the body of an 
  antelope instead of a horse . Male hybsil have large 
  forked antlers and female hybsil have shorter spiral 
  antlers . 
  Hunted Past. Hybsil have a history of being hunted 
  by other creatures, as there are rumors their horns 
  possess magical powers . Because of this, they are 
  distrustful of outsiders until they are proven to be 
  trustworthy .
  Three Virtues. Hybsil society is based around three 
  core virtues; honor, obligation, and daring . Because 
  they cannot turn invisible like many fey, they have to 
  stand up to certain problems . 
  Sentinels. Hybsil have the ability to see invisible 
  creatures, which make them highly sought after as 
  guards in areas heavily populated with fey . All fey 
  know of this ability so the mischievous ones avoid 
  hybsil . 
  Tactics. Hybsil use mirror image and their mobility to 
  stay at range and hit enemies with arrows . They use 
  their Sleeping Arrow on spellcasters or those with the 
  ability to attack at range . Hybsil will retreat tactically 
  but will die to protect their home and family .
  
  73
  Ijiraq
  Rarely seen in its normal form, an Ijiraq wears a 
  caribou or elk skull mask and is buried under piles of 
  ragged fur cloaks . 
  Territorial. Ijiraq defend their artic homes from any 
  intruder, regardless of who they are or why they’re 
  there . 
  Disorienting. The gaze of an ijiraq can cause 
  dizziness and hallucination, which can cause even the 
  most skilled tracker to become lost . 
  Shape Shifter. Ijiraq spend a significant portion of 
  their time as an elk or caribou, roaming their arctic 
  homes . Even in their normal form, they never let 
  anyone see under the mask .
  Tactics. The ijiraq will use its Disorienting Gaze from 
  afar against anyone it sees, and create hallucinatory 
  terrain to turn creatures away . If they manage to 
  continue, the ijiraq begins to pelt them from afar with 
  an Ice Storm . The ijiraq stays at range, teleporting as 
  necessary . They do not try to engage in fair fights and 
  can harass from afar with their abilities .
  
  74
  Jaebrin
  Jaebrin are athletic humanoids that look like half-
  elves . They like to wear scarves that cover their 
  lower face . When the scarf is removed, it reveals an 
  oversized mouth filled with pointed teeth . 
  Jokesters. Jaebrin love a good joke, and used to be 
  court jesters for fey kings and queens . Their best 
  defense is their mind controlling magic, which they 
  use to avoid troublesome situations . 
  Mind Immune. The longer that jaebrin lived in fey 
  courts, the more of a resistance they built up to 
  enchantment magic . They are now completely immune 
  to mind controlling magic, and can even pretend to be 
  under the effect of such spells .
  Unending Appetite. Jaebrin love to eat, and possess 
  the envious ability to eat whatever they want without 
  gaining weight . Poison still affects them, but no 
  jaebrin has ever eaten themselves sick . 
  Tactics. Jaebrin use their magical abilities to mind 
  control others to avoid a fight . They have no special 
  combat abilities, so they avoid it whenever possible . 
  If someone possesses mind control magic, they will 
  pretend to be affected by it until they can escape . 
  
  75
  Jermlaine
  This creature is about a foot tall and is covered in dirt 
  and black fur . It has beady eyes and a foul look . 
  Rat Fey. A jermlaine’s speech sounds like the squeaks 
  of a rat . Rats are some of the few creatures that 
  tolerate jermlaine, and can be understood by them . 
  Swarms. Despicable creatures, a single jermlaine is 
  easily destroyed but they often attack in large groups . 
  Home Remedies. No one likes jermlaine, and 
  different towns and villages have their own specific 
  superstitions or remedies to keep them away . 
  Tactics. Jermlaine are cowardly creatures that only 
  attack in large groups, and run away when threatened .
  
  76
  Joy Stealer
  The elf before you is beautiful, but a careful look 
  reveals that it is slightly translucent . It has a wide 
  smile that becomes a feral grin as you see its hungry 
  red eyes . 
  Emotion Feeder. The touch of these creatures can 
  drain emotions away . They find love and happiness 
  the tastiest, and manipulate creatures into feeling 
  these emotions . 
  Earth Bound. Joy stealers used to live in the 
  Feywild, but an old curse keeps them locked on the 
  material plane . Part of their essence is still tied to 
  the Feywild, so they are incorporeal on the material 
  plane . 
  Hopeless Husk. A creature drained of all emotions 
  by a joy stealer is cursed to never feel any emotions 
  again . They wander through life as joyless husks, 
  unmotivated by anything including fear . 
  Tactics. A joy stealer is like a parasite, feeding on 
  victims for as long as possible . They can flee easily 
  due to their incorporeal nature, and linger in a fight 
  until they drain all emotions from someone or they 
  are badly wounded . Killing a joy stealer is the easiest 
  way to remove their curse, so joy stealers keep 
  themselves alive if possible .
  
  77
  Kamaitachi
  This weasel-like creature has wicked, curved scythes 
  in place of feet or claws . It sits atop a dusty whirlwind .
  Revel in Pain. Kamaitachi are evil creatures 
  that enjoy causing pain . Their sickle claws cause 
  excruciating pain with even a scratch, and they 
  prolong the pain for as long as possible . 
  Hold Pain Hostage. A kamaitachi has the ability to 
  delay the damage and pain from its attacks, and it 
  uses this as leverage . The kamaitachi will strike a 
  creature until it knows it should be dead, and use this 
  knowledge to force compliance . If the hostage doesn’t 
  do what the kamaitachi wants, it unleashes all of the 
  pain and damage at once . Of course, the kamaitachi 
  might just kill them anyway .
  Dust Devil. Kamaitachi can summon a personal 
  whirlwind that lets them fly around incredibly quickly . 
  The force of the wind is so strong that it can even 
  block ranged attacks . However, the kamaitachi can be 
  knocked off of it, where it is more vulnerable . 
  Tactics. The kamaitachi zooms into melee range, 
  and spreads its attacks against as many creatures 
  as possible . If the fight begins to turn against it, it 
  will focus attacks against once creature, and try to 
  leverage delayed doom as a bargaining chip . 
  
  78
  Kelpie
  This ugly, slimy creature has a horse-like head and 
  webbed hands . It has sharp teeth in its long mouth, 
  but is rarely seen in this form . Instead, it prefers to 
  shapeshift into other forms . 
  Captivating Lure. Kelpie can mentally influence a 
  creature to believe the monster is beautiful, and walk 
  toward it . The victim ignores the presence of water, 
  and will continue toward the kelpie even if it begins 
  drowning . 
  Consume Victims. A kelpie will generally only 
  transform back into its natural form once an enemy 
  has been killed . It will then use its sharp teeth to eat 
  the victim, leaving only their heart and liver behind . 
  Legend states that someone killed on the water near a 
  kelpie lair turn into kelpies . 
  Steed. When in service to a more powerful creature, 
  kelpie are used as mounts . Due to their shapeshifting 
  abilities, they can travel quickly on both the land and 
  water . 
  Tactics. The kelpie will find prey in a shapeshifted 
  form, and use captivating lure to bring them into 
  water . It will then attack one creature until killed . If 
  more enemies are present, it will either scare them off 
  or retreat with the corpse so it can eat it . 
  
  79
  Killmoulis
  This tiny creature is incredibly thin; it appears to have 
  almost no muscle to its body . Its oversized head has no 
  mouth, just a toothless trunk . 
  Helpful Freeloader. Killmoulis live together in small 
  groups, hiding inside the houses of humanoids . They 
  dwell near sources of food, popping out at night or 
  when alone to steal scraps . They treat the house as 
  their own, and perform small chores and tasks to keep 
  it nice . 
  Hard to Remove. It is unknown how killmoulis 
  reproduce, as they seem sexless . However, over time 
  more and more of them can appear . An infestation of 
  killmoulis is hard to remove, as they can hide in the 
  framework of the house . This is a rare occurrence, 
  however, as their numbers tend to remain stationary .
  Tactics. A killmoulis avoids combat . They have little 
  defense, but do carry around sharp sewing needles 
  that can hurt .
  
  80
  Lampad
  Kin to nymphs, lampads are fey that live underground 
  and protect areas of beauty . Their skin is the color of 
  obsidian, and sparkles in light . 
  Mournful. Lampads are emotional fey, and prone 
  to bouts of sorrow and sadness . Their sadness 
  permeates the underground around them, and can 
  cause nearby creatures to feel the same way .
  Light in the Darkness. Lampads are unintentional 
  guides . They carry their own magical light source 
  through the tunnels, which lures travelers to them . 
  Their weeping also draws out noble heroes that want 
  to help a person in distress .
  Sparkling Light. Although they feel most comfortable 
  underground, lampads know the effect that bright light 
  has on their body . They avoid this when interacting 
  peacefully, but will unleash the full glittering 
  lightshow if threatened . 
  Tactics. Lampads are not naturally aggressive, but are 
  often ambushed . In fights, they will create bright light 
  to use their sparkling beauty feature and begin crying . 
  Their goal is survival, so they will use erupting earth 
  and stone shape to modify the terrain and put space 
  between them and their enemies . They will meld into 
  stone or spider climb to reposition or escape .
  
  81
  Larabay
  Larabay are fey with pale blonde hair and feathery 
  parrot-like wings . Their clothing, although minimal, is 
  brightly colored . They have pointy teeth and are often 
  smiling or laughing at some joke .
  Capricious Trickster. Larabay like to cause mischief 
  and play pranks . Although it might start innocently, 
  larabay have little sympathy for other creatures, and 
  their pranks can turn deadly . They don’t care about 
  how their mischief affects others, just their enjoyment 
  in carrying it out . 
  Ship Wrecker. Larabay often create illusions for 
  sailing ships, luring them into dangerous waters . 
  Many a ship has been sunk due to a larabay’s “joke” . 
  Heart Breaker. Because they can shapeshift into 
  a humanoid form, larabay sometimes infiltrate 
  humanoid settlements . They will work their way into 
  a trusted position before revealing their nature and 
  causing heartbreak and confusion . 
  Tactics. Most larabay like to create dangerous 
  situations, using mirage arcana, hallucinatory terrain 
  and other spells to trick others into falls or traps . 
  In engaged in a fight, they fly around the target and 
  pummel them with elemental cone attacks . They will 
  occasionally fly in for a melee attack before dashing 
  away . A larabay will flee if it fears death . 
  
  82
  Leanan Sidhe
  A beautiful elf wears brightly colored, flowing clothes 
  and a crown made of twigs . 
  Patron of the Arts. Leanan sidhe view themselves as 
  patrons of the arts, and bless artists and spellcasters 
  with a boost of inspiration . However, the leanan sidhe 
  slowly feeds off of the life source of those they bless, 
  until the victim falls into obscurity or dies . 
  Loyal Servants. A leanan sidhe has no need to fight, 
  they always have creatures vying for their affection . 
  Even if they know the danger a leanan sidhe poses, 
  artists still seek them out for their blessing .
  Tactics. The leanan sidhe usually has minions 
  that fight on its behalf . The minions aren’t usually 
  charmed, they willing serve the fey in hopes of 
  earning its blessing . The leanan sidhe flees if 
  threatened .
  
  83
  Leprechaun
  Leprechauns are small, red haired fey . They like 
  the color green, and wear clothes that match their 
  emerald eyes .
  Fun Trickster. Leprechauns are jovial creatures 
  that love a good joke . They get along famously with 
  halflings . 
  Fan of the Chase. A leprechaun can turn invisible 
  at will, and uses this to play tricks . A favorite tactic 
  is to steal something, and then turn invisible . They 
  reappear periodically in different places to keep the 
  chase going, until finally returning the stolen object .
  Gold Hoarder. Leprechauns love gold . They 
  gather and collect gold in big piles, hidden away for 
  safekeeping . Legends state that if you find a piece of 
  gold in the forest and return it to the leprechaun, they 
  will grant you a wish . This is untrue, as leprechauns 
  don’t have that power, and is probably a trick to con 
  people into giving leprechauns free gold .
  Tactics. Leprechauns usually fight until an opponent 
  is incapacitated or subdued . They like to viciously 
  mock foes, but turn invisible and flee if a fight looks 
  too difficult .
  
  84
  LeShay
  Immortal creatures from another universe, leShay 
  are tall and thin with pale skin, white hair, and black 
  eyes . Many leShay look old, but they can change their 
  apparent age at will . 
  Immortal. LeShay cannot die of old age or disease, 
  they can only be killed . They have existed since before 
  this universe was born, and some say they are the 
  progenitors of elves . 
  Catastrophic History. LeShay are not originally from 
  this universe . Incredibly old, a calamity destroyed 
  their reality and the survivors fled here . They mention 
  that undoing their past would condemn another reality 
  to the same fate, so they leave the past alone . 
  Proper Manners. Etiquette and manners are 
  important to leShay . The quickest way to draw their 
  ire is to be rude to them . 
  Tactics. LeShay 
  rarely initiate 
  combat, preferring 
  to see how a 
  situation develops . 
  With their charming 
  gaze, it is rare for 
  creatures to want 
  to fight a leShay . 
  With an eternity of 
  experience, leShay 
  are skilled tacticians 
  and can read a 
  situation quickly . 
  They fight fiercely, 
  overwhelming foes 
  with a flurry of their 
  custom magical 
  weapons . 
  
  85
  Leshii
  Leshii are muscular, fur-covered fey with large antlers 
  and glowing red eyes . They can assume the form 
  of other animals, but their eyes remain the same 
  unnatural color .
  Wild Nature. Leshii are the personification of the 
  wild, unpredictable aspects of nature . One day they 
  may slaughter someone that cut down a tree, and the 
  other day lead a lost traveler back home . 
  Favorites. Every once in a while a leshii will form a 
  strong connection to a person . They will not harm 
  this person intentionally and will protect them from 
  danger . This protection does not extend to anyone 
  else, just the one individual . 
  Animal Fury. Leshii can shapeshift into wild animals, 
  which they use to observe from a distance or destroy 
  their enemies .
  Tactics. Unless it wants to kill, a leshii will use its 
  magical powers to convince people to do what it 
  wants . When it needs to fight, it transforms into a wolf 
  or bear . Leshii fight until killed, as nature does not go 
  down without a fight .
  
  86
  Lunar Ravager
  A lunar ravager is a large fey creature with pale yellow 
  skin . They carry crescent shaped battleaxes and 
  shields with emblazoned moons . Their eyes are dark 
  and have no pupils .
  Moonbeam Travels. Lunar ravagers have a 
  connection to the moon, and travel at night . They can 
  ride moonbeams from their hunting lodges to the 
  ground . 
  Lunar Home. Lunar ravagers dwell on the moon, 
  where little is known about them . Regardless of how 
  celestial bodies move, lunar ravagers tend to prowl 
  specific areas .
  Gruesome Trophy. Lunar ravagers collect trophies 
  from anything they kill . They collect the skulls of 
  smaller humanoids, and have no qualms about 
  murdering the helpless .
  Tactics. Lunar ravagers underestimate smallfolk, 
  and are often surprised by the power and resolve of 
  heroes . They hate cowardice, but not enough to stay 
  and fight a losing battle . They usually hunt in groups, 
  turning invisible to surround their prey .   
  
  87
  Lurker in Light
  Lurkers in light are small fey with bodies seemingly 
  made of light . Their small frame has four flickering 
  wings . 
  Hateful Light. Although they look bright and helpful, 
  lurkers in light are evil fey that operate under an alien 
  sense of logic and justice . Unlike most monsters, the 
  closer a lurker in light is to bright light, the harder it is 
  to see . They hate the darkness and the creatures that 
  live in it, but do not be fooled into thinking they are on 
  your side . 
  Ritual Gate. By performing a ritual and sacrificing 
  humanoids, lurkers in light can create portals . They 
  can create temporary portals to their home or one of 
  the elemental planes . The more sacrifices made, the 
  longer the gate remains open and the more powerful 
  the creatures that can pass through it . 
  Light Dust. When killed, a lurker in light’s body 
  dissipates into a pile of faintly glowing dust . The dust 
  gives off light like a candle, and lasts for 1d6 days . 
  This dust can damage shadows and other creatures 
  made of darkness like holy water .
  Tactics. A lurker in light tries to fight in areas of bright 
  light so that it is invisible . If there is no light available 
  to hide in, it will use flash of light . It then stabs foes 
  that it can reach until they die . The lurker in light will 
  teleport away to safety if it is close to death . 
  87
  
  88
  Majordomo
  This well dressed fey carries a golden scepter . The 
  clothes and demeanor are an attempt at distracting 
  from the fey’s ugly and misshapen face . 
  Desire to Rule. A majordomo wishes to rule, but is 
  usually relegated to serving a more powerful fey .
  Jealous. A majordomo despises the mortal races, 
  especially those that are better looking than it . It loves 
  to put them into demeaning jobs . 
  Ugly Touch. When a majordomo is in charge of other 
  creatures, it uses its disfiguring touch as a threat . 
  Displease the majordomo, and it will render you ugly .
  Tactics. Majordomo are cowardly creatures that avoid 
  a fight at all costs . They will lie and bargain to keep 
  themselves safe . 
  
  89
  Malgoren
  A large figure with skin like carved ebony rises from 
  the ground . Its long arms end in sharp claws . 
  Crystal Caves. Malgoren dwell in caves or 
  underground pockets filled with crystals . They eat 
  crystals for sustenance, but don’t eat the crystals in 
  their cave unless it’s an emergency .
  Hate the Living. Xenophobic and dangerous, 
  malgoren hate all other living creatures and attack 
  them without warning . 
  Cunning Strength. Although they have a fearsome 
  appearance, malgoren are cunning fighters . The last 
  mistake many make is underestimating a malgoren .
  Tactics. A malgoren will attack any living creature 
  it sees, but it fights tactically . It will attack the most 
  vulnerable enemies first, using earth glide to move 
  safely and darkness to block line of sight . 
  
  90
  Mimi
  This tiny creature looks like a miniature elf with bee-
  like wings . It dresses in colorful clothes and carries a 
  short sword in a scabbard on its back .
  Cold Trickster. Mimi live in cold forests and fields . 
  They love to play games and pranks . Good natured, 
  their pranks are always harmless, and usually involve 
  throwing snowballs or putting snow in someone’s 
  clothes . 
  Lend Aid. Mimi are happy to help others in need, 
  especially if they’ve helped other mimi before . Mimi 
  will avoid evil or vicious creatures . 
  Naturally Cold. Mimi can lower the temperature 
  around them . While often used for pranks, they can 
  lower the temperature to subzero ranges and cause 
  harm with it . 
  Tactics. Mimi avoid combat . If forced into a fight, they 
  lower the temperature until it begins harming their 
  foe . They stay at range with cold blasts, but won’t 
  hesitate to fight in melee . Groups of mimi work well 
  together .
  
  91
  Mite
  Mites are ugly creatures with large, puffy blue heads . 
  Notoriously Ugly. Mites are so ugly that even goblins 
  make fun of their appearance . Mites feel self-
  conscious about their appearance, and slowly build up 
  anger over time .
  Grudge. Mites allow their anger to build up until it 
  finally overrides their natural cowardice . They go on 
  murder sprees until they are put down .
  Spider Rider. Mites have a natural affinity for 
  communicating with vermin, especially spiders . Mites 
  often make use of spiders as mounts . 
  Tactics. Unless on a murder spree, mites are cowardly 
  and flee . Otherwise, a murderous mite attacks until 
  killed . It will use Dooming Glare at a foe and focus 
  attacks on them . 
  
  92
  Mockingfey
  These creatures have the body of a parrot and the 
  head of a humanoid .
  Mockery. Mockingfey love to mimic and mock other 
  creatures . When they see an intelligent creature, they 
  will perch on their shoulder and shift into a miniature 
  version of them . 
  Gibberish. Mockingfey can mimic the voice of other 
  creatures, but only speak in gibbering . They refuse 
  to speak normally, conveying their intent through 
  gestures and dance .
  Illusionist Ally. Although they can be annoying, 
  mockingfey are friendly companions if treated well . 
  Illusionists like to utilize them as familiars . 
  Tactics. Mockingfey will generally attempt to flee a 
  fight, using their daze attack as they escape . 
    
  Variant: Mockingfey Familiar 
  A mockingfey can be summoned as 
  a familiar through the find familiar 
  spell by a warlock with the Pact of the 
  Chain feature or a spellcaster with a fey 
  connection .
  Familiar. The mockingfey can serve 
  another creature as a familiar, forming 
  a magic, telepathic bond with that 
  willing companion . While the two are 
  bonded, the companion can sense what 
  the mockingfey senses as long as they 
  are within 1 mile of each other . At any 
  time and for any reason, the mockingfey 
  can end its service as a familiar, ending 
  the telepathic bond .
  
  93
  Morgodea
  Morgodea are an evil union of fey and vermin . They 
  appear like a humanoid covered in old rags and 
  surrounded by a swarm of cockroaches . The rags are 
  actually layers of flaps that hide the cockroaches .
  Jelly. Morgodea naturally produce a jelly substance 
  from pores in their body . The jelly acts as a food 
  source for its vermin swarm, and causes euphoric 
  hallucinations in humanoids . The jelly is addictive, 
  and users are easily influenced by the morgodea . 
  Cycle of Life. Morgodea usually live in populated 
  cities underground . They lure people with their jelly, 
  and then consume them when hungry . To reproduce, 
  a morgodea inserts an egg in the body of a comatose 
  humanoid . A few days later, the egg hatches into a 
  larva, which burrows into the victims brain, eats 
  it, and merges with the body . While this happens, 
  a pheromone is released that draws the cockroach 
  swarm to it . After a month, the body has morphed into 
  that of a full-grown morgodea . 
  Illicit Merchant. When a morgodea sets up a lair in a 
  city, it begins selling its jelly or infecting others with 
  it . As the customers become addicted, it uses them as 
  thralls to spread the jelly further, and become food for 
  the morgodea .
  Tactics. The morgodea usually has drugged thralls 
  that willingly fight on its behalf . The cockroach swarm 
  attacks any creatures near it, while the morgodea tries 
  to inject an enemy with jelly until they can be mind 
  controlled . 
  
  94
  Murderjack
  These frightful creatures are roughly the size of an 
  elf, but are almost skeletal . Instead of eyes or a mouth, 
  their face has rough slashes that light shines through . 
  Their hands end in serrated claws .
  Macabre Killer. Murderjacks find glee in torture and 
  murder . They pick creatures that can’t fight back, 
  torturing them until the brink of death and then 
  bringing them back to life . Once the victim breaks and 
  the fun ends, the murderjacks rip them to pieces and 
  strew their parts across the city or forest . 
  No Honor. Murderjacks travel in packs, looking for 
  victims . They ignore anyone that is too difficult . 
  Tactics. A murderjack is opportunistic, and will only 
  attack when victory seems sure . They can run quickly, 
  so they escape when badly wounded . 
  
  95
  Muse
  This beautiful humanoid moves with grace and 
  beauty . When it speaks, its voice is crystal clear .
  Muse. These fey are the embodiment of artistic 
  inspiration . They inspire artists to create beautiful 
  works of art . 
  Thunderous Voice. Muses inspire all forms of art, 
  but they have a personal affinity for song . A muse can 
  manipulate sound waves into a powerful force . 
  Ultimate Bard. Muses are considered the first bards . 
  Their powerful abilities inspired others to follow in 
  their footsteps, leading to performers with magical 
  abilities .
  Tactics. The muse will have foresight cast on itself . It 
  then disables or compels enemies with its spells . The 
  muse will rarely fight to kill, generally leaving enemies 
  subdued and confused . 
  
  96
  Naiad (race)
  Racial Traits
  Naiad share certain traits as a result of their fey 
  heritage . 
  • Ability Score Increase. Your Charisma score 
  increases by 1, and your Wisdom score increases 
  by 1 . 
  • Age. Naiad mature and age at the same rate as 
  humans do . 
  • Alignment. Naiad have a fey parent or ancestry, 
  which gives them a chaotic nature . However, their 
  aquatic nature and healing abilities often put them 
  on the path of good . 
  • Size. Naiad are generally built like humans . Your 
  size is Medium .
  • Speed. Your base walking speed is 30 feet . 
  • Swimming. You have a swim speed of 30 feet .
  • Aquatic Body. You have resistance to fire damage, 
  but vulnerability to lightning damage .
  • Amphibious. You can breathe both air and water . 
  • Water Magic. You know the shape water cantrip . 
  When you reach 3rd level, you can cast cure 
  wounds once with this trait, and you regain the 
  ability to cast it this way when you finish a long 
  rest . You cast cure wounds at a level equal to your 
  proficiency modifier . Charisma is your spellcasting 
  ability for these spells .
  • Languages. You can speak, read, and write 
  Common and Primordial . 
  Naiad look like humanoid water elementals, but are 
  actually fey . Their skin looks like water, and their hair 
  ripples like waves . 
  Freshwater Protector. Naiad are protectors of 
  sources of water like ponds, rivers, and lakes . Some 
  naiad live a stationary life near their home, while 
  others explore the world, drawn to new sources of 
  freshwater .
  Nymph Bloodline. Naiad share similarities with 
  water genasi, but they have different bloodlines . Naiad 
  are the offspring of a nymph and a humanoid, and they 
  possess the nymph’s affinity to water . 
  Water Body. A naiad’s skin looks like water, but is a 
  solid substance . If they become dehydrated, their skin 
  begins to look drier 
  Tactics. A naiad usually takes a supportive role in 
  combat, healing and inspiring allies . 
  
  97
  Nat, Einsaung 
  Nat are lesser spirits that dwell in warm forest areas . 
  They resemble humanoids with brightly colored skin, 
  long black hair, and sharp claws . 
  Einsaung are small and squat, and have orange 
  reddish skin . 
  Shy Fey. The smallest of the nat, einsaung are shy and 
  avoid contact with others . 
  House Spirit. Einsaung live in the houses of residents 
  that leave food for them . In return, the einsaung 
  provides small blessings and advice (written on paper 
  of course . They’re shy, remember?)
  Spirit Home. Although they inhabit houses, their true 
  home is in the spirit world . They live in small pocket 
  dimensions that allow them to travel between the two 
  easily .
  Tactics. As a shy creature, the einsaung avoids 
  combat . If its house is threatened, it uses magic to 
  drive off intruders . 
  
  98
  Nat, Hkum Yeng 
  Hkum yeng are taller than einsaung but are much 
  stockier . They have an earthy yellow skin tone . 
  Village Spirit. Like einsaung, hkum yeng pick an 
  entire village that they live in and watch over . They are 
  not as shy as their shorter brethren, but still dwell in 
  the spirit realm .
  Elemental Control. Hkum yeng have control over 
  simple elemental forces, typically fire . They use this to 
  drive off enemies . 
  Tactics. Hkum yeng attack from a distance with 
  elemental magic, before closing in with their claws 
  and fear aura . They will fight to the death if protecting 
  their village . 
  
  99
  Nat, Lu
  Lu are the tallest of the nat, standing nearly 6 feet tall 
  with blue skin . 
  Graveyard Spirit. Lu live in graveyards, but are not 
  nice spirits . They attack anyone that comes close, but 
  can be calmed with gifts of food . 
  Bearer of Disease. Lu cause sickness in living 
  creatures near them . Immune to disease themselves, 
  lu are typically very dirty .
  Misery. Lu get a thrill from making other people 
  miserable . If avoided for too long, they relocate so they 
  can pester more people .
  Tactics. The lu will hinder enemies with magic while 
  invisible . They like to attack at close range where their 
  disease aura can weaken their foes . 
  
  100
  Nature Spirit, Large
  A nature spirit inhabits an element of nature, much 
  like a dryad inhabits a tree . They appear as elementals 
  or attractive humanoids .  
  Elemental Nature. Nature spirits are closely tied to 
  elementals, although their essence is a fey spirit . Their 
  personalities tend to mimic that of an elemental of the 
  same nature .
  Dual Nature. Each nature spirit has an aspect that 
  represents the nurturing parts of nature, and the other 
  represents its savage nature . These aspects usually 
  exist in harmony, but they can become unaligned to 
  disastrous results . 
  Bigger and Better. Bigger nature sprits can inhabit 
  bigger parts of nature, and by extension are stronger .
  Tactics. A nature spirit can easily avoid combat by 
  turning invisible or moving to the spirit world . If 
  angered or in a fight, it unleashes its elemental powers 
  and fights until slain .
  
  101
  
  102
  Nereid
  This beautiful elf has long, dark hair and flawless 
  skin . It is completely naked except for a small wet 
  towel .
  Drowning Death. These fey are attractive creatures, 
  but their beguiling aura makes them even more 
  appealing . The kiss of a nereid means death, as the 
  recipient begins drowning as their lungs fill with 
  water . 
  Just…Naked… All the Time. Nereid carry only a small 
  towel with them, but prefer to be naked . They feel 
  constrained in clothes, and find humor when other 
  creatures are uncomfortable with their nakedness . 
  Water Nymph. Nereid are not tied to a specific body of 
  water, but they still prefer to spend most of their time 
  in one . Their natural magic is connected to water, and 
  they can control it at will . 
  Tactics. A nereid will prefer to beguile an enemy and 
  give them a drowning kiss . If a fight breaks out, they 
  summon a water elemental as a guardian, and hide 
  underwater while invisible . They will then suggest that 
  a weak willed opponent kiss them or remain on the 
  sidelines . If a nereid is badly injured, it will flee into 
  the nearest large body of water . 
  
  103
  Nisp
  This creature’s grey skin is slick and rubbery . Its feet 
  and hands are webbed, and it has sharp pointy teeth . 
  Water Hunter. Nisps are aquatic creatures that can 
  survive on land for short periods of time . They are 
  vicious hunters, and attack anything they think they 
  can kill and eat . 
  Self-Aware Idiot. Nisps are not smart, but are wise 
  enough to know that they’re not smart . This causes 
  irritability and confusion, and when it begins to give 
  the nisp a headache, they can unleash a psychic wave 
  that confuses others . 
  Inquisitive. Nisps are curious creatures, and like to 
  prod and poke at things to figure out how they work . 
  For people, this usually means getting pulled apart by 
  a nisp piece by piece . 
  Tactics. Nisps are hunters, and avoid large or 
  dangerous prey . They begin with a confusion attack to 
  weaken someone, and then attack the same target in 
  an attempt to rend them . They flee if badly injured . 
  
  104
  Nixie
  Nixie are aquatic fey with gills, webbed hands and 
  feet, and gills . They adorn their clothing with seashells 
  and starfish .
  Water Guardians. Nixie live in idyllic rivers, lakes, 
  and springs . They are happy, carefree creatures that 
  protect their homes from predators and malicious 
  humanoids . 
  Underwater Labor. Nixie can magically charm 
  creatures . They either do this to turn someone away 
  from their homes, or get them to perform some quick 
  labor . A nixie can grant creatures the ability to breathe 
  underwater . 
  Secret Kingdom. Legends hold that there is a secret 
  kingdom of nixies hidden away in a lake . No one has 
  found this secret kingdom yet, and nixies refuse to 
  speak about it .
  Tactics. A nixie prefers to avoid combat, using charm 
  person to turn attackers away . 
  
  105
  Norn
  This tall woman has long, blonde hair . She carries an 
  oversized pair of shears . 
  Protector of Destiny. A norn is the physical 
  manifestation of fate and destiny . They were 
  created personally by the gods to protect the world 
  from reality warping threats . If something begins 
  distorting the strands of fate, the norns will intervene 
  with a ruthlessness that only an immortal watcher 
  possesses . 
  String of Fate. A norn sees the world differently than 
  a mortal . The entire world, all of reality, is a series of 
  strings in an infinite tapestry to them . They can see 
  the individual strings that make up a person’s being, 
  and manipulate it with a touch . The shears of a norn 
  are able to cut these strings, removing a creature from 
  the weave entirely .
  Tactics. A norn fights ruthlessly and intelligently, 
  susceptible only to things that do not have a string 
  they can snip, or that somehow avoided their sight . 
  A norn will snip the thread and use their shears if 
  possible, focusing attacks on one creature . A norn 
  knows that once a creature is reduced to 0 hit points 
  by their shears, they are immediately dead . They 
  will Manifest Threads to keep a melee attacker from 
  approaching, and will either Pull the Thread on 
  enemies at range or use shears on one within melee 
  range . A norn will selectively use their Thread of Fate 
  ability . If they can use it defensively, they will try to 
  turn a hit into a miss . However, if they believe they 
  could kill a creature with one more attack, and miss, 
  they might use it to ensure a kill . 
  
  106
  
  107
  Nuckelavee
  A horseman carrying a double bladed sword gallops 
  toward you, both rider and horse without skin and 
  showing exposed musculature . As it comes closer, you 
  realize that the horse and rider are one creature, a 
  humanoid torso rising from the horse’s back .
  Manifestation of Filth. Nuckelavees are the 
  embodiment of pollution and filth . They seek 
  vengeance against those that introduce pollution into 
  the world, but also spread it themselves . A nuckelavee 
  loves nothing more than to watch the living choke and 
  slowly die from its corruption .
  Spontaneous Creation. No one knows how a 
  nuckelavee is created, and they do not reproduce . 
  They seem to sprout into existence when enough 
  pollution fills an area . They are most commonly found 
  in coastal regions or filthy swamps . A nuckelavee will 
  remain hidden in an underwater cave until it senses 
  harm being done to its home . 
  Disease Carrier. Nuckelavees are infected with a 
  disease called mortasheen . This disease slowly kills 
  those infected, and it is 
  contagious . Although 
  nuckelavees enjoy 
  killing whatever they 
  find, they sometimes 
  leave survivors infected 
  with the disease so that 
  they continue to infect 
  others . 
  Tactics. A nuckelavee 
  will open up combat 
  with a trample, getting 
  close to a group of 
  enemies . It then uses 
  Foul Breath on as many 
  creatures as possible . 
  Nuckelavee will target 
  noncombatants, and flee only if badly wounded and 
  they believe they can make an escape . Otherwise, they 
  attack wildly and attempt to infect as many creatures 
  with disease as possible .
  
  108
  Nymph
  The nymph is among the most beautiful fey, with 
  beauty so radiant that it can blind . 
  Sought After. Many pursue nymphs because of their 
  legendary beauty . Nymphs are well used to these 
  stalkers, and easily turn them away . If a stalker turns 
  violent, however, nymphs are very effecting at putting 
  them down like rabid dogs . 
  It’s Hard Being Pretty. Every nymph has their own 
  hopes and dreams, but have a hard time pursing them . 
  They are often seen as one-dimensional creatures, just 
  the embodiment of beauty . While nymphs are happy 
  to use their looks to their advantage, they tend to grow 
  annoyed with it’s all others focus on . Can’t you just see 
  the fey beneath the beauty?
  Inspiring Token. When a nymph is treated with 
  respect, they can grant a small token as a reward . This 
  is often a small trinket they have, or a lock of hair . 
  Tactics. Nymphs avoid combat unless threatened by 
  a stalker . When that happens, they ruthlessly attack 
  them with all of their abilities until dead . Otherwise, a 
  nymph will hope to blind enemies and then escape . 
  
  109
  Oakman
  This old creature has wrinkled bark as skin . Messy 
  moss or leaves forms its hair, and it has a long wooden 
  nose .
  Oak Spirit. Oakmen are the spirits of oak trees, 
  and are bound to a specific tree . Most oakmen are 
  bound to older trees, and have the personality of a 
  cantankerous old man . They sit in their tree branches 
  and heckle those that pass by . Some legends state that 
  oakmen are the male version of dryads . However, the 
  existence of male dryads proves this false . 
  Sedentary. Oakmen spend most of their time by their 
  tree and rarely venture far from it . An oakman is 
  hard to rouse into action, but it will do so to defend its 
  forest . 
  Tree Travel. Oakmen can open portals between two 
  trees, allowing others to instantly pass between the 
  two . Because of their cranky nature, oakmen rarely 
  offer this service to others . 
  Tactics. Oakmen are surprising scrappy . They prefer 
  to fling acorns at their foes from the safety of a tree 
  branch, but will flee if injured too much . If an oakman 
  feels its tree being damaged, it will fight to the death 
  to protect it .
  
  110
  Ocean Strider
  A towering creature that looks like a humanoid orca 
  walks across the ocean’s surface . It carries a trident 
  and wears scale armor over its rubbery black and 
  white skin . 
  Ocean Keeper. Ocean striders protect the ocean from 
  anyone that would travel upon it that is not a natural 
  inhabitant . They are extremely adamant in their duty . 
  Negotiate. Ocean striders are not unreasonable . 
  When they see someone traveling on the water, 
  they make their presence known and give them 
  the opportunity to turn around . They can also be 
  negotiated with, if they believe the travelers will keep 
  the ocean clean and not damage it . 
  Ship Sinker. Few sail without an ocean strider’s 
  permission, but those that do find their ship quickly 
  destroyed and sunk by the ocean strider . 
  Tactics. An ocean strider usually fights creatures 
  on ships, so it tries to knock them off the boat by 
  ramming it or using a tidal wave . They alternate 
  between standing on the ocean’s surface or swimming 
  beneath it . When angered, they create a storm and 
  summon lighting on their foes . They tend to ignore 
  those that don’t fight, neither helping nor hurting 
  them . 
  
  111
  
  112
  Oceanid
  Oceanid are beautiful fey with long white hair . Their 
  hair naturally bobs and weaves like ocean foam . They 
  are naked except for their hair, which clings to their 
  body like clothing .
  Ocean Mastery. Oceanid have mastered water magic 
  and have complete control of it . The ocean rises to do 
  their bidding with a mere though . Most oceanid live in 
  salt water, although they can survive in fresh water .
  Sea Legs. When an oceanid is in the water, their 
  lower body transforms into a pillar of water, allowing 
  them to swim incredibly fast . They find that walking 
  on legs is slow and burdensome and avoid it when 
  possible .
  Vain Boon. Oceanid are vain creatures, and like to 
  be spoiled and fawned over . If sufficiently placated, 
  an oceanid might allow other swimming creatures or 
  boats to gain a speed boost . 
  Tactics. Oceanid will use Waveglide to slow the 
  speed of any ship they are attacking . They will control 
  the weather to cause a bad storm, or summon an 
  elemental to aid them . Water spout will be used to 
  knock people into the water, and telekinesis to batter 
  them once in the water .
  
  113
  Oread (Race) 
  Racial Traits
  Oread share certain traits as a result of their earthen 
  fey heritage . 
  • Ability Score Increase. Your Wisdom score 
  increases by 2, and your Constitution score 
  increases by 1 . 
  • Age. Oread mature and age at the same rate as 
  humans do . 
  • Alignment. Oread culture promotes the tenets of 
  lawfulness . Like their connection to the earth, they 
  are neutral . 
  • Size. Oread are generally built like humans . Your 
  size is Medium .
  • Speed. Your base walking speed is 30 feet . 
  • Darkvision. You have superior vision in darkness . 
  You can see in dim light within 60 feet of you as 
  if it were bright light, and in darkness as if it were 
  dim light . You can’t discern color in darkness, only 
  shades of gray .
  • Stone Body. You have resistance to acid damage .
  • Earth Magic. You know the acid splash and mold 
  earth cantrips . When you reach 3rd level, you 
  can cast maximilian’s 
  earthen grasp once 
  with this trait, and 
  you regain the ability 
  to cast it this way 
  when you finish a long 
  rest . Wisdom is your 
  spellcasting ability for 
  these spells .
  • Languages. You can 
  speak, read, and 
  write Common and 
  Primordial . 
  An oread looks like a stern 
  humanoid with stony skin 
  and a strong body . Their 
  hair is like moss, and their 
  clothes seem to be woven 
  from metal . 
  Mountain Warden. 
  Oreads are similar 
  to dryads, but have a 
  connection to a mountain 
  instead of a tree . They 
  protect their mountain 
  and its inhabitants from 
  threats . 
  Bane of Miners. Miners find oreads particularly 
  troublesome, as the fey fight bitterly to keep them out . 
  An oread will form agreements with other creatures 
  for assistance if needed . 
  Tactics. An oread uses earth glide to maneuver safely .  
  It will use its mold earth and stone shape spells to 
  create pitfalls and spike traps . They retreat to keep 
  themselves safe and attack over and over again until 
  the threat is gone . 
  
  114
  Pech
  This gangly creature holds a pickaxe in its hands . It 
  has pale, yellow skin and bulging white eyes without a 
  pupil . 
  Before Derro. Pech once served forgotten masters 
  from deep beneath the world’s surface . Over time, as 
  their masters left, the pech began to spread out . Those 
  who ventured closer to the surface met the horrors 
  that live underground, and eventually became derro . 
  The pech that remained close to their ancient homes 
  survived intact .
  Skilled Miners. Pech are skilled miners, and evil 
  overlords force them into slavery to work for them . 
  Pech have become good at hiding their homes, and 
  can even manipulate the earth with their touch .
  Tactics. Pech avoid combat, using stone shape to 
  block off tunnels or escape into hidden tunnels . 
  
  115
  Petal
   Petals are tiny fairy-like fey with clothes made from 
  leaves, petals for wings, and colorful flowers in their 
  hair .
  Fey Messengers. These tiny fey are often used as 
  helpers or messengers by more powerful fey . 
  “Helpful”. Petals try to be helpful, and believe that 
  whatever they do to that end is right . They believe that 
  travelers need a good long rest, and will magically 
  put them to sleep . Once asleep, they try to clean the 
  travelers up and make them as comfortable as possible .
  Sleeping Prey. Carnivores love petals, because they 
  make finding food very easy . A sleeping slab of meat? 
  Perfect . 
  Tactics. Petals often initiate combat without malicious 
  intent, singing a lullaby . In a real fight, a petal is likely 
  to just flee .
  
  116
  Phooka
  Phooka are small, hairy creatures with big ears and 
  a wide mouth . They look like a toy bear .
  Tricks from Above. Phooka are tricksters, and 
  like to laugh at travelers that get lost in the woods . 
  Phooka like to drop from tree branches onto the 
  shoulders of travelers to spook them, and are 
  sometimes referred to as ‘drop bears’ .   
  Attuned to Nature. Phooka have an innate 
  connection to nature, even if they don’t foster it . 
  When a phooka is killed, their connection to nature 
  is severed in a violent way that creates distress . As 
  a result, all plant life in the vicinity dies and no new 
  plant life can grow for a year .
  Tactics. Phooka prefer to avoid direct combat, and 
  use their shapeshifting and spells to confuse others 
  and get them lost . A phooka will tree stride away 
  from a fight .
  
  117
  Polevik
  Fungal stalks and spores cover the body of this 
  hunchbacked humanoid . Its eyes glow with a dim 
  light .
  Mushroom Whisperer. Polevik are paranoid 
  creatures that cultivate fungal gardens, mixing 
  different kinds of fungi together in ways that aren’t 
  naturally possible . A polevik’s body is a surprising 
  source of life energy, which they use as a home for 
  the mushrooms that grow on their body . Polevik can 
  communicate with mushrooms, although the fungi 
  don’t have much to say . They strike up alliances with 
  myconid and other plant-based creatures . 
  Puffball. The deadly puffball disease only exists in 
  polevik mushrooms . This disease causes puffball 
  sprouts to painfully grow in the hosts body, before 
  erupting and infecting more creatures . 
  Born from Spores. When a polevik dies, the fungus 
  on their body continues to grow and fully consumes 
  it . Over time, one fungal stalk grows larger than the 
  others, before finally bursting and giving birth to a 
  new polevik . The new polevik has no memories of its 
  parent, but has all of its skills and abilities . 
  Tactics. Polevik rarely fight outside of their gardens . 
  When a fight does break out, they try to lure attackers 
  into any dangerous terrain like the various types of 
  deadly molds . They throw puffballs at range while 
  plant-based allies protect them .
  
  118
  Pooka (Race)
  Racial Traits
  Pooka share certain traits as a result of their fey 
  heritage . 
  • Ability Score Increase. Your Dexterity score 
  increases by 2, and your Wisdom score increases 
  by 1 . 
  • Age. Although pooka physically mature at the 
  same rate as humans, their life expectancy is 
  longer . Pooka can live up to 200 years . 
  • Alignment. Pooka enjoy individuality and 
  expression and gravitate toward the more chaotic 
  natures . They value the well being of others and 
  the community, and are more often good than not . 
  • Size. Pooka are generally built like humans . Your 
  size is Medium .
  • Speed. Your base walking speed is 35 feet . 
  • Keen Senses. You have proficiency in the 
  Perception skill .
  • Fey Magic. You know the minor illusion cantrip . 
  When you reach 3rd level, you can cast suggestion 
  once with this trait, and you regain the ability 
  to cast it this way when you finish a long rest . 
  Charisma is your spellcasting ability for these 
  spells .
  • Change Shape. As an action, you can polymorph 
  into a rabbit (use almiraj, TOA pg . 211, but with 
  no attacks), or back to your true form, which is fey . 
  If you fall unconscious, fall to 0 hit points, or die, 
  you revert back to your true form . Once you revert 
  back to your true form, you must finish a short rest 
  before using this ability again . 
   While polymorphed, your statistics are replaced 
  by that of the rabbit, but you retain your alignment, 
  personality, Intelligence, Wisdom, and Charisma 
  scores . 
   When you transform, 
  you assume the beast’s 
  hit points, and you 
  return to the number 
  of hit points you had 
  before you transformed . 
  However, if you revert as 
  a result of dropping to 
  0 hit points, any excess 
  damage carries over to 
  your normal form . 
   Any equipment you are 
  wearing or carrying is 
  not transformed .  
  • Languages. You can speak, read, and write 
  Common and Sylvan . 
  Pooka are humanoids with rabbit-like features . They 
  are similar in appearance to a slender human, but 
  with long rabbit-like ears . 
  Sylvan Defenders. Pooka have many similarities with 
  elves, but their civilizations rarely overlap . A forest is 
  usually protected by either a group of pooka or elves . 
  Rabbit Ancestry. Some pooka have a very strong 
  connection to their rabbit side, and can transform 
  completely into a bunny . They use this as a scouting 
  ability .
  Tactics. Pooka prefer to use hit and run tactics, using 
  their knowledge of the forest to their advantage . They 
  can easily shoot arrows from afar while keeping 
  distance between them and the enemy .
  
  119
  Ragewalker
  This creature is tall and slender, covered completely in 
  fitted metal armor so tight that it seems to move like 
  skin . A cloud of swords, axes, and other weapons spin 
  around the creature like a vortex . 
  War Torn Fey. Ragewalkers are the embodiment of 
  war and battle . They form from nothing in war-torn 
  lands, and exist only to fight . 
  Bloodlust. A ragewalker’s very presence can drive 
  others into a frenzied rage as they are overcome with 
  the desire to fight . 
  End War. A ragewalker wants to end all war . However, 
  all the ragewalker knows how to do is fight and kill, so 
  it attempts to fulfill its desire by killing everyone that 
  could make war .
  Tactics. A ragewalker will summon a wall of floating 
  blades to separate enemies so they are easier to kill . 
  The ragewalker strides into combat, attacking with 
  reach with its spiked chain . Ragewalkers fight until 
  killed .
  
  120
  Remacera
  A huge caterpillar with the face of a human opens 
  its mouth to reveal rows of sharp teeth that begin to 
  vibrate . 
  Agent of Change. A remacera embodies 
  transformation and change . They look for old or 
  stagnant creatures to force change upon . A remacera 
  is remorseless when it has chosen a target, for it 
  believes that it is doing not only the victim, but the 
  world a service .
  Reincarnation. A creature killed by the remacera 
  is immediately reincarnated into a new creature . 
  Remaceras do not mind being killed, and look forward 
  to whatever new form they may take . 
  New Growth. Remacera do not reproduce naturally . 
  Instead, an existing remacera can spontaneously 
  create new larva from the body of another creature . A 
  remacera considers this an honor, as the target’s body 
  gives life to tiny, wriggling remacera . 
  Tactics. Remacera are friendly to most creatures, but 
  are always on the lookout for things that need change . 
  If they find a living creature that needs change, they 
  bite it until it dies and is reincarnated, at which point 
  the remacera leaves it alone . Remacera fight until 
  slain, since they do not fear death . 
  
  121
  Rime sprite
  Rime sprites look like living ice statues of beautiful 
  elves with snow for hair . 
  Ice Trickster. Rime sprites play tricks on sailors and 
  fishermen in artic regions . They freeze unattended 
  drinks, get boats stuck, and trip people . 
  Short Fuse. Rime sprites are quick to anger . If they 
  feel like they are being threatened, they turn deadly . 
  Tactics. When a rime sprite is in a fight, it aims to kill . 
  It will create a Snow Flurry to stagger foes, and then 
  hit them with ray of frost spells from out of reach . 
  
  122
  Rimefire Eidolon
  A chunk of ice emerges from the iceberg held aloft 
  with many blue frost-covered tentacles . The shard of 
  ice is surrounded by a cold, blue flame . 
  Heart of Ice. When an ancient deity was killed, her 
  body fell into the frozen lands of The Pale . Her heart 
  froze and shattered into pieces, which became the 
  crystal cores of rimefire eidolons . 
  Iceberg Dweller. The intense cold these creatures 
  radiate can create large icebergs over time . Eidolons 
  use their energy beam to carve tunnels into the 
  iceberg for minions to use or to lay traps . The eidolon 
  itself can glide through the ice . 
  Eidolon Nature. The eidolon doesn’t need to eat, 
  drink, or breathe
  Tactics. The rimefire eidolon uses its mobility to 
  attack at range . It uses the Cone Beam attack when 
  possible, and dips in and out of ice with its ice glide 
  ability . An eidolon will fight to the death on its iceberg .
  
  123
  Ruin Chanter
  A ruin chanter looks like an old, withered elf with 
  tattered clothes . 
  Slow Decay. Ruin chanters embody the slow decay of 
  time . They live in ruins whose history has been lost 
  to time . They are nostalgic creatures, and long for a 
  different time . 
  Song of Time. A ruin chanter can use their voice as 
  a weapon, controlling time itself . They assume that 
  trespassers have bad intentions, and they lash out 
  quickly, aging either the victim’s mind or body . 
  Reclaimed History. Each ruin chanter can sing a 
  song from the ruin’s past, stirring the location itself 
  to rise up and defend itself . These creatures are 
  elementals, and they faithfully serve the ruin chanter . 
  Sometimes a lonely ruin chanter will summon an 
  elemental just to chat with it .
  Tactics. If it doesn’t already have on summoned, 
  the ruin chanter will summon a ruin elemental . The 
  chanter stays at range while the elemental fights and 
  blocks for it . The chanter will try to inflict an infirmity 
  of mind or body on each creature, picking the most 
  debilitating one for each enemy . 
  
  124
  Ruin Elemental
  This creature is made from the rubble and rocks of 
  the ruin it was summoned in .
  Loyalty. A ruin elemental is loyal to the chanter that 
  summoned it . It follows its orders without question .
  Personality. Ruin elementals are intelligent . The 
  longer they live, the more time they have to develop 
  their personality . An elemental that outlives its 
  summoner can claim the ruin as its home, acting like 
  its owner or caretaker . 
  Tactics. The ruin elemental follows whatever orders 
  its summoner gives . Typically, it smashes enemies and 
  prevents them from reaching the chanter .
  
  125
  Sangoi
  Sangoi can be mistaken for small vampires, as they 
  have pale skin, large fangs, and a desire for blood . 
  However, unlike vampires, sangoi become transparent 
  in sunlight, making them hard to see .
  Personal Pelt. Each sangoi wears the fur or pelt 
  of an animal that it hunted and killed . One of these 
  always holds special significance to the sangoi, and it 
  cherishes it over all other possessions .
  Sideways Glance. Sangoi are hard to see, even if you 
  know where they are . A sangoi becomes transparent 
  in the sun, and they have the uncanny ability to fade 
  from sight when not the center of your focus . 
  Night Stalker. Sangoi are nocturnal, and prowl 
  graveyards and other creepy locations . They can hear 
  the sound of a heartbeat, which gets louder and louder 
  the closer they get until the sangoi goes into a frenzy 
  and attacks .
  Tactics. Sangoi are usually encountered at night, and 
  they prefer to initiate combat . They attack wildly when 
  surrounded, hoping to score a critical hit . If a sangoi 
  successfully rips a heart out, it eats it on the spot . The 
  sangoi might flee if outnumbered .   
  
  126
  Seilenos
  This creature has the body of a human with the legs, 
  horns, and ears of a goat . 
  Satyr Kin. Legends say that satyr are descended from 
  seilenos . Almost everything about the seilenos is more 
  extreme than a satyr, including their emotions and 
  power .
  Indulgent. Seilenos are devoted to pleasure and new 
  experiences . They seek out any experience, no matter 
  how taboo . Every seilenos is wildly different, and 
  the same seilenos might act completely differently 
  depending on the experiences it is pursuing . 
  Travelling Court. These raucous creatures attract 
  hosts of admirers who are drawn to the charismatic 
  fey . Many mortals can only last in a seilenos’ court for 
  a short time before their bodies begin to fail .
  Fearsome Leaders. Most of the time, seilenos 
  wander searching for pleasure . When threatened, 
  or when they feel the need to fight, they reveal their 
  frighteningly powerful nature . They can wield their 
  charisma like a weapon, leading armies into battle 
  and cutting a swath through their enemies . After all, 
  war is an experience, and so is slaughter . If a seilenos 
  decides to indulge in it, few can stop it . 
  Tactics. Seilenos are powerful leaders . They will use 
  their True Story ability to get whatever advantage they 
  can . A seilenos never enters battle without a number 
  of allies by its side, and it can even conjure more fey to 
  fight on its behalf . The seilenos uses its most powerful 
  spells to assist allies and alter the battlefield, before 
  striding into the fight and swinging its mace around . 
  
  127
  
  128
  Shadar-Kai
  Shadar-Kai are fey related to the eladrin, but dwell in 
  the Shadowfell . Their skin is pale white, and their hair 
  is pure white or black . Tattoos and other markings are 
  common . 
  Sworn to the Raven Queen. Sometime in their 
  history, the shadar-kai bound their existence to that of 
  the Raven Queen . They travel between the Shadowfell 
  and Material plane to do her bidding .
  Fight Ennui. Life in the Shadowfell is hard, as the 
  plane slowly drains life away . Shadar-Kai must 
  constantly search for new experiences and excitement 
  to keep the energy of the Shadowfell away . 
  Death Motif. As servants of the Raven Queen, shadar-
  kai are comfortable with death . They have many death 
  or raven motifs in their clothing .
  Tactics. Shadar-Kai like to fight with their spiked 
  chains . They will teleport to distant enemies or to put 
  themselves in an advantageous position . They do not 
  fear death, but will not throw their life away unless in 
  service to the Raven Queen .
  
  129
  Shadow Collector
  Shadows drip from this small creature like ink . It has 
  long claws that seem to fade away into darkness .
  Shadow Sustenance. Shadow collectors feed on the 
  shadows of living creatures for sustenance . The true 
  nutrition comes from the memories and emotions 
  of the shadow, which is why they don’t consume the 
  shadows of inanimate objects .
  Shadow Thief. A shadow collector is a dangerous 
  fighter, but they prefer to secretly steal shadows . A 
  skilled collector can take your shadow before you even 
  notice its absence . 
  Shadow, Not Darkness. Shadow collectors have 
  power over shadows, not darkness . They live and 
  hunt in areas where the varied lighting can cast long 
  shadows . At night, there are no shadows .
  Tactics. Most shadow collectors attempt to steal a 
  shadow secretly, using their shadow step to flee once 
  the shadow is stolen . They summon a shadow to fight 
  for them if threatened, and will teleport away if badly 
  injured .
  
  130
  Shaedling
  Shaedlings have dragonfly-like wings that shimmer 
  with bright colors . Their bodies have an insectoid 
  appearance, and are as dark as obsidian and smooth 
  as silk . 
  Shadow Crafter. Shaedling are skilled craftsmen, and 
  can manipulate shadows like silk . They can create 
  objects from their shadow gossamer, and are never 
  unarmed . 
  Precision. Shaedling are efficient and precise . They 
  know exactly where to place traps to maximize their 
  effectiveness, and where to throw their javelins to hurt 
  the most . 
  Temporary Constructs. Without a shaedling to 
  maintain it, items constructed from shadow gossamer 
  quickly fade away . No one has found a way to keep this 
  from happening .
  Tactics. Shaedlings rarely fight alone, or without 
  some planning . Traps and obstacles are usually 
  included . Shaedlings can fight, and use this to their 
  advantage when throwing javelins . They will try to 
  take out a weaker target, usually a spellcaster, with a 
  sleeping curse before focusing on the rest .  
  
  131
  Shimmerling Swarm
  An individual shimmerling is a tiny creature, only a 
  few inches tall, with wings and a glowing color . One 
  shimmerling is little more than an intelligent critter, 
  but a swarm of these tiny fey is dangerous .
  Pollinator. Shimmerling live among flowers and act 
  like pollinators for the Feywild . 
  Stress Swarm. When a group of shimmerling become 
  stressed, they gather into a bright swarm and turn 
  hostile . These swarms show a greater intelligence and 
  fighting instinct than a lone shimmerling .
  Tactics. A swarm focuses on one creature until it is 
  unconscious or fascinated by its Dazzling Illumination . 
  When a swarm is reduced to 0 hit points, only a few 
  shimmerlings remain that become non-hostile . 
  
  132
  Siabrie
  Siabrie are fey creatures of the desert . Their skin 
  looks like fine grains of sand, their wings like stained 
  glass, and their hair and eyes golden like the sunset . 
  Desert Fey. Siabrie live in desert regions, and claim 
  miles of territory as their domain . They use their 
  abilities to make the area as inhospitable to travelers 
  as possible, hoping to turn them away .
  Earth, Fire, Air. Siabrie are attuned to three of the 
  four main elemental forces; earth, fire, and air . They 
  have an innate control of these forces, and can alter 
  the environment by doing so . They have no control 
  over water . 
  Terrible Transformation. When angered, a siabrie’s 
  body undergoes a fiery transformation . Their skin 
  darkens, and molten veins run down their body . 
  Tactics. A siabrie will use their abilities to deter 
  possible enemies without directly engaging them . 
  When angered or forced into a fight, they undergo a 
  physical transformation and become lethal fighters . 
  They use their spells and legendary actions at range, 
  while using Sonorous Voice to frighten away lesser 
  enemies . Because the siabrie heals from fire damage, 
  they will use their spells to create fires that they can 
  stand in . 
  
  133
  
  134
  Sirine
  A sirine looks like a human, but with distinctly non-
  human hair colors . Blue, green, and pink are common 
  among the sirine . 
  Reclusive. Sirine are aquatic fey . They are very 
  protective of their homes, and only encounter 
  strangers away from them . 
  Luring Song. A sirine’s singing voice has an 
  enchanting quality to it . Sailors passing by a sirine’s 
  home are captivated by the song, and try to find the 
  source . Sirine find this annoying, and try to sing away 
  from ship routes .
  Sonic Force. Sirine have very powerful voices . A 
  sirine can unleash a scream so powerful that it has a 
  physical force to it . 
  Tactics. Most sirine try to avoid combat . They will 
  create fog clouds to conceal their presence . Luring 
  Song can be used to move someone into a dangerous 
  location, and Sonic Scream can hit multiple creatures 
  at once . A sirine will flee when wounded unless 
  defending its home . 
  
  135
  Skin Stealer
  This creature has a thin layer of skin stretched 
  across its muscles the give it the appearance of being 
  completely skinless . 
  Skin Suit. The skins of living humanoids are like 
  clothes to a skin stealer . They travel with a few stored 
  skins and put on new ones as needed . Sometimes they 
  steal a skin for a job, and sometimes because they just 
  fancy a person’s skin .
  Impersonator. Regardless of how big a skin suit 
  is, a skin stealer can fit inside of it, although small 
  creatures are uncomfortable . They can also mimic the 
  voice of the victim, although it is not perfect . 
  Infiltrator. When left to their own devices, skin 
  stealers revel in deception . If under the command of a 
  powerful creature, they make excellent assassins and 
  can operate undercover for long periods of time .
  Tactics. A skin stealer prefers to attack from surprise, 
  looking like another creature before revealing its 
  true nature . A skin stealer will flee if badly wounded, 
  donning another skin suit while escaping to avoid 
  detection .
  
  136
  Sleeping Blossom 
  These tiny sprites have translucent wings and travel in 
  groups .
  Pollinators. Sleeping blossoms are the honey bees of 
  the Feywild . They hang around flowers and pollinate 
  them . 
  Gardeners. Sleeping blossoms are avid gardeners 
  and tend to the flowers near them . They view flowers 
  as their home, and keeping them healthy as akin to 
  keeping at tidy house .
  Transplanted. Fey gardeners often seek out sleeping 
  blossoms to enhance their gardens . Moving sleeping 
  blossoms to a new location is tricky, as they angrily 
  swarm when someone is missing .
  Tactics. Sleeping blossoms attack if any of their 
  swarm if missing or hurt . They also attack anyone 
  carrying fire or a clear threat to their garden . They flee 
  when they lose half their hit points and regroup .
  
  137
  Spark
  A tiny humanoid with a body made of fire flits about .
  Fire Sprite. A spark is a tiny fey attuned to fire . They 
  love fire, and are often the cause of forest fires . 
  Spark Swarms. When a forest with fey energy begins 
  to burn, some of the flames turn into sparks, which in 
  turn spread the fire further . A raging forest fire is often 
  filled with sparks, playing in the inferno . 
  Tactics. A spark’s primary goal is to light things on 
  fire . They attack whatever creature seems the most 
  flammable . They have no ranged abilities, so they have 
  to get in close to attack .  
  
  138
  Spirit of the Land
  A spirit of the land is rarely seen, inhabiting parts of 
  the land that it dwells in, like mountains and lakes . It 
  controls nature as an extension of itself .
  Distant Power. Sprits of the land are large and 
  powerful, but paradoxically are hard to find . Their 
  control of nature is nearly limitless, but very precise . A 
  spirit of the land rarely has reason to directly interfere 
  in something . 
  Favored Aspect. Each spirit is tied to one of the four 
  elemental forces at a given moment, but still has 
  the ability to attune to the others . A spirit’s favored 
  element is connected to the type of terrain they 
  inhabit . A spirit of the land living in a lake would 
  manifest water, but could later inhabit a volcano if it so 
  wished .
  One with the Land. A spirit of the land is hard to 
  kill . Their essence is anchored to their environment, 
  so even if their physical form is killed, they will 
  eventually reform . 
  Tactics. A spirit of the land only fights to protect its 
  terrain . When it fights, it attacks from surprise . The 
  spirit prefers to weaken enemies with its powerful 
  spells before manifesting and crushing them . The 
  spirit fights until death . 
  
  139
  
  140
  Splinterwaif
  This creature has green, bark-like skin covered in 
  thorns . It has a long tongue filled with barbs and 
  thorns .
  Urban Fey. Splinterwaif live in populated city centers, 
  stalking docks and small alleys where they can move 
  freely . They used to live in the forests, but found that 
  cities were dense with potential food .
  Plant Food. Splinterwaif don’t eat meat, they 
  eat plant-based material and wood . However, a 
  splinterwaif can transform a corpse into a plant, 
  which it then eats . 
  Camouflage. The skin of a splinterwaif can change 
  color, blending in with the natural scenery . They will 
  lie in wait for an isolated bystander, invisible . 
  Tactics. Splinterwaif prefer to attack from stealth, 
  using their camouflage . They target enemies near 
  wooden surfaces, where they can hold them in place 
  with their Call Bramble ability . They then claw at them 
  with their thorny arms until dead . Splinterwaif are 
  opportunists, and flee when outnumbered . 
  
  141
  Spriggan
  Spriggan are ugly gnomes with the ability the grow 
  into giant, hulking forms .
  Unhygienic. Spriggan are incredibly dirty . They never 
  willingly bathe or clean themselves . 
  Gnome Hatred. Although they are gnomes, spriggan 
  hate other gnomes, and go out of their way to harm or 
  harass them .
  Giant Size. Spriggan can turn into powerful, giant 
  forms of themselves in an instant . They are stronger 
  and more brutish in this form .
  Tactics. An individual spriggan usually enlarges itself 
  for a fight . If a group of spriggan are fighting, some 
  enlarge and others stay small to maneuver easier . 
  Spriggan will fight to the death if enemy gnomes are 
  present, and focus all their attacks on gnomes . 
  
  142
  Spring-Heeled Jack
  This creature has jet-black skin, a pair of pointy horns, 
  a wicked grin, and a bloody knife . It wears a billowing 
  cape that seems to always be in movement, and a red 
  glow emanates from its mouth . 
  Unknown Origin. No one knows if the spring-heeled 
  jack is a specific individual or a type of fey . Only one 
  is ever seen at a time, and no one has been able to 
  apprehend one .
  Murder Spree. When a jack appears in a city, a 
  bloody spree of murders follows . Jack revels in killing 
  with its prized knife, jumping onto buildings when the 
  guards or witness spot it . 
  Companion Knife. Jack has a fondness for its knife, 
  which it treats like a person . Sometimes it will go 
  on ‘dates’ with the knife, which is a euphemism for 
  murder .
  Tactics. Jack is a serial killer, and stalks and kills 
  lone people . It corners people so they can’t flee from 
  its Frightening Gaze, and stabs them to death with 
  the dagger . It flees by leaping atop buildings and 
  using passwall to make escape routes . Because Jack 
  is always under the effects of pass without trace, it is 
  nearly impossible to follow it . 
  
  143
  Storm Rider
  The skin of a storm rider can be the color of any cloud, 
  and their eyes are shades of blue . When angered, 
  lightning sparks around their body .
  Storm Herald. These reclusive fey are only seen 
  during powerful storms . Their motives are unknown, 
  and no one knows where they live when the storms 
  disappear .
  Storm Giant Friend. The only people that regularly 
  meet with storm riders are storm giants . A storm rider 
  might stay with a group of storm giants for a period of 
  time before moving on . 
  Channel Lightning. Storm riders contain the might 
  of a thunderstorm in their bodies . They keep it under 
  control, but when angered the lightning begins to lash 
  out . 
  Tactics. Although powerful, a storm rider tries to 
  avoid fights . It uses its lightning based spells at range 
  before moving in close with an electrical spear . 
  
  144
  Svartalfar
  Svartalfar looks like bald, grey-skinned elves . 
  Fey Exile. Svartalfar were banished from the Feywild 
  eons ago for crimes that no one will speak of . They 
  settled in the Shadowfell, and the energy of the plane 
  has set into their bodies . 
  Hired Assassins. Svartalfar hire themselves as 
  assassins . They are emotionless and efficient . They 
  only accept payment in information, which they add to 
  their dark, hidden libraries . 
  Forbidden Knowledge. The svartalfar have gathered 
  as much information about the Feywild as possible . 
  They are planning for their return to their old home, 
  and will finally get their revenge . 
  Tactics. Svartalfar are skilled assassins, and operate 
  in the darkness . They will fight to the death in order to 
  execute a contract . 
  144
  
  145
  Swan Maiden
  Swan Maidens are tall, regal-looking fey women 
  wearing heavy armor and cloaks made of swan 
  feathers .
  Swan Shapeshifter. A swan maiden has the ability 
  to transform into a swan, which they use for traveling 
  long distances . Their cloaks are an extension of 
  themselves, and without it, they become weaker .
  Transformation ritual. Swan maidens can transform 
  a willing female humanoid into a swan maiden over a 
  ritual that takes 24 hours .
  The Final Line. Swan maidens protect pristine places 
  of primal power . They repel the forces of evil or the 
  steady growth of urban cities . 
  Tactics. Swan maidens are skilled warriors . They 
  weaken their foes from range while flying, cutting 
  them to pieces with their swords when they get close . 
  They are skilled and honorable tacticians, falling back 
  to regroup or sacrificing their lives for a cause as 
  needed .
  
  146
  Thin Man
  This terrifying creature has long, thin arms that end 
  in sharp claws . Its face is featureless, but sometimes 
  opens to reveal a mouth filled with fangs . 
  Slim Island. All stories of the thin men originate from 
  a specific island . Early settlers encountered these 
  creatures, which stared at them from a distance . Over 
  time, a number of disappearances were attributed to 
  the thin men .
  Thin Sickness. The presence of these creatures 
  induces an intense feeling of fear and paranoia . When 
  a person’s field of vision begins wobbling, they know a 
  thin man is near .
  Target Children. Children have a different reaction 
  to the madness aura of these creatures . It instead 
  creates a calm feeling, and there are reports of these 
  fey leading children into cane fields by the hand . They 
  are never seen from again .
  Tactics. Thin men stalk and mentally torture their 
  victims . They can turn invisible and teleport, and their 
  madness aura still affects creatures even if they are 
  invisible . They like to stay close to their prey while 
  invisible until they go insane, before revealing their 
  presence and killing them . A thin man tries to prolong 
  the process as long much as possible .
  
  147
  Thorn
  Thorns have dark green skin and brown hair . Their 
  clothes are made of leaves woven together, and they 
  carry a sword covered in thorns . 
  Fey Defenders. Thorns are respected defenders 
  among the fey . They help others when they travel and 
  are hired by powerful fey to protect important things . 
  Thorn Sword. The sword each thorn carries is 
  their prized possession . Each thorn creates their 
  own sword, and the process often takes a significant 
  amount of time . No two thorn longswords are the 
  same . 
  Tactics. A thorn will attempt to knock out at least one 
  enemy with a Sleeping Arrow . If multiple thorns are 
  present, some will engage in melee while the others 
  can support with ranged attacks . Thorns will lay down 
  their lives if protecting something .
  
  148
  Tooth Fairy
  This little fairy has oversized eyes and a mouth filled 
  with mismatched teeth . It carries a big pair of pliers . 
  Tooth Thief. Tooth fairies are created when a child’s 
  tooth is buried in a place filled with fey energy . Tooth 
  fairies are compelled to steal the teeth of humanoid 
  creatures, and love doing so in painful ways . 
  Tooth Lair. A tooth fairy’s mouth is filled with its 
  favorite stolen teeth . Any teeth too large to fit in its 
  mouth get added to its lair, which is covered with 
  teeth .
  Mistaken Myth. Cities and towns far away from 
  fey locations have their own stories of tooth fairies, 
  helpful spirits that take away old teeth in exchange for 
  money . Those that live close to forests know better, 
  that tooth fairies are real, and they prefer ripping out a 
  tooth themselves . 
  Tactics. A tooth fairy’s goal is to steal at least one 
  tooth, and then flee . If there are too many threats, it 
  flees . 
  A tooth fairy sneaks up on sleeping targets, and rips 
  out a tooth . If they wake, it will either bite them to 
  temporarily paralyze them, or magically put them to 
  sleep .
  
  149
  Tunche
  The ultimate jungle predator, tunche have three legs, 
  bodies that resemble foliage, and the claws of an 
  oversized praying mantis . 
  Jungle Dweller. Tunche live in jungles, and consider 
  the entire jungle their home . They will ruthlessly 
  kill anyone that causes harm to their home, but are 
  indifferent toward respectful travelers . 
  Mimicry. Tunche have the ability to mimic sounds 
  with uncanny accuracy . They will lie in wait, blending 
  in with the natural scenery, and make sounds of 
  people in distress to lure victims close . 
  Play With Food. Because they are such skilled 
  hunters, tunche like to play with their food before 
  they eat it . They like to manipulate the environment to 
  confuse, mislead, and isolate opponents . 
  Tactics. Unless the enemy is directly harming the 
  jungle, tunche toy with their prey . They manipulate the 
  jungle and move around unseen, using camouflage 
  and jungle step . Once they commit to an attack, they 
  fight savagely . A tunche likely fights to the death 
  because they don’t think they can actually lose .  
  
  150
  Twigjack
  This creature has a vaguely humanoid shape made up 
  of twigs and sticks bound together by vines . 
  Hate Outsiders. Twigjacks are overly protective of 
  their home, attacking and hindering any trespassers 
  or signs of civilization . 
  Not A Plant. Although they look like a plant creature, 
  twigjacks are actually fey . Treants find them annoying, 
  and hate any suggestions that they are related . 
  Annoyance. Most fey find twigjacks annoying . 
  They are stubborn and hard to control . Sometimes 
  bugbears and other monsters can bully some 
  twigjacks into working with them .
  Tactics. The twigjack uses Splinterspray when 
  available, and fights until killed . 
  
  151
  Uldra (race)
  Racial Traits
  Uldra share certain traits as a result of their icy fey 
  heritage . 
  • Ability Score Increase. Your Constitution score 
  increases by 2, and your Wisdom score increases 
  by 1 . 
  • Age. Uldra reach adulthood in their 20s and 
  generally live up to 200 years . 
  • Alignment. Uldra often live in remote area, which 
  give them a neutral outlook on life . Although their 
  culture is often reserved, they look out for their 
  friends and family and lean towards goodness . 
  • Size. Uldra are Small .
  • Speed. Your base walking speed is 25 feet . 
  • Darkvision. You have superior vision in darkness . 
  You can see in dim light within 60 feet of you as 
  if it were bright light, and in darkness as if it were 
  dim light . You can’t discern color in darkness, only 
  shades of gray .
  • Cold Resistance. You have resistance to cold 
  damage .
  • Icy Nature. You know the ray of frost cantrip . Your 
  spellcasting ability is Constitution .
  • Frosty Touch. Your body is so cold that it imbues 
  weapons you hold with cold energy . You deal an 
  additional 1 point of cold damage with all weapon 
  attacks .  
  • Languages. You can speak, read, and write 
  Common and Sylvan .  
  Uldra are small winter fey, about the size of a Halfling 
  with blue skin . 
  Rustic. Uldra live in remote, cold areas . They live in 
  close communities, but are uncomfortable around 
  large crowds .
  Touch of Winter. Uldra have an affinity with 
  cold magic, and all uldra possess some ability to 
  manipulate cold forces . 
  Tactics. Uldra fight intelligently, using the terrain to 
  their advantage . 
  
  152
  Verdant Prince 
  This creature blends features of humans, fey, and 
  nature . It is humanoid in shape, with antlers growing 
  from its head and leaves as hair . 
  Evil Ruler. Verdant prince is both a name and a title . 
  These selfish creatures appoint themselves as the 
  rulers of the forest, and often have legions of evil fey 
  under their command . 
  Patron Fey. Verdant princes are powerful creatures, 
  and are able to make binding pacts . One does not 
  enter into an arrangement with a verdant prince 
  lightly, and the consequences for breaking an oath can 
  be dire . 
  Bonded Power. Each verdant prince can vary greatly 
  in power . The cost of doing business with a verdant 
  prince is often something that increases their power . 
  Verdant princes are known to hoard and collect magic 
  items and artifacts . 
  Tactics. A verdant prince has minions to fight on its 
  behalf . It fights in the back lines, casting spells while 
  its servants protect it . A verdant prince will usually 
  tree stride away from a fight, trusting its minions to 
  take care of the fight for it . 
  
  153
  Vilderavn
  Vilderavn are terrifying raven shapeshifters . In their 
  humanoid form, they are covered in heavy plate armor 
  with a helm shaped like a raven head . In their natural 
  form, they are human-sized ravens . 
  War and Suffering. These evil fey are drawn to places 
  of suffering, like battlefields . They infiltrate society 
  and manipulate leaders into declaring war . The 
  presence of a vilderavn means the eventual unraveling 
  and destruction of a kingdom . 
  Destruction of Mortals. Vilderavn were created as 
  a counter to mortal kingdoms . Everything they do is 
  meant to manipulate the inherit weaknesses and flaws 
  of mortals into destruction . 
  False Oracle. Vilderavn like to toy with mortals, 
  showing off their powerful magic . They claim they 
  can perform powerful tasks, but always ask for a big 
  price, like the blood of the innocent . This is all a lie, 
  the vilderavn could perform the task whenever they 
  wanted, but they love the torment and problems they 
  create .
  Tactics. A vilderavn is either already ingrained or 
  is attempting to infiltrate a noble court . They only 
  reveal their true nature for an ultimate betrayal, or 
  when their machinations are discovered . They focus 
  attacks on one creature at a time, picking the most 
  vulnerable . The more attacks on one creature, the 
  greater the bleed damage . They are ruthless and 
  skilled tacticians . 
  
  154
  
  155
  Vodyanoi
  A vodyanoi looks like a dirty old man with a long 
  beard and messy hair . It has a pot belly and long 
  gangly arms . 
  Nature Control. Vodyanoi live near rivers and lakes . 
  They have control over the natural forces in these 
  places, and can use it to control water and simple 
  wildlife, like fish .
  Moody. Vodyanoi are moody, and can be considered 
  a boon or bane to small fishing villages . Unless 
  placated, a vodyanoy might change the flow of water or 
  even attack someone . 
  Tactics. A vodyanoy will use control water to try and 
  knock enemies into water, where it can easily swim 
  and attack them . It will summon clouds of fish as a 
  distraction .
  
  156
  Whisperer
  Lair Actions
  On initiative count 20 (losing initiative ties), the 
  whisperer takes a lair action to cause one of the 
  following effects:
  • Encroaching Madness. Alien whisperers from 
  the Far Realm begin worming their way into a 
  creature’s mind . One creature within 60 feet of the 
  whisperer takes 11 (2d10) psychic damage .  
  • Change Terrain. The whisperer has control over 
  its domain, and can change the landscape . They 
  can raise walls of earth, move trees, or move 
  terrain to another location .
  Regional Effects
  The region containing a whisperer’s lair is warped by 
  the fey’s influence, which creates one or more of the 
  following effects:
  • Get Lost. Creatures traveling within 6 miles of 
  the whisperer’s lair become lost . All Wisdom 
  (Survival) checks to navigate in this area have 
  disadvantage . 
  • Divination Fail. The area around a whisperer’s 
  lair is protected from divination magic . All scrying 
  spells or spells that attempt to look at a point 
  within 6 miles of the whisperer’s lair fail .
  • Hallucinations. Each creature within 1 mile of the 
  whisperer’s lair begin seeing hallucinations, pulled 
  from within their psyche . 
   The whisperer’s regional effects only fade if the 
  whisperer is killed and a wish spell is used to 
  remove its influence . If this happens, the regional 
  effects begin to fade immediately .
  The whisperer has a pale, ghostly appearance twice 
  the size of a human . Its face is blank and shines with a 
  dim glow .
  Alien Fey. A whisperer is the most alien of fey . It 
  dwells in the spaces where civilization can never 
  claim . Those that attempt to face it are lost forever . 
  Hateful Domain. The land a whisperer claims is as 
  hostile as the whisperer itself . The very landscape 
  becomes aggressive, attacking intruders . 
  No Escape. It doesn’t matter if you willingly or 
  accidentally entered a whisperer’s domain . Unless you 
  are undead, the whisperer will trap and curse you so 
  that you can never leave .
  Tactics. The whisperer doesn’t fight in a straight up 
  fight . Instead, it likes to slowly corrupt and torture 
  enemies, forcing them to turn on each other or get lost 
  and separated . Whisperers are particularly fond of 
  mind controlling enemies to fight their allies .
  
  157
  
  158
  Wild Hunt
  The wild hunt is a group of mysterious fey that pursue 
  prey across the planes . 
  When the wild hunt appears, a deep mist suddenly 
  fills the area as the sound of galloping hooves grows 
  closer . The hunting party appears, and goes after their 
  quarry . 
  The leader of the wild hunt is called the Horned King, 
  although none have seen him and lived to tell the tale . 
  The Horned King doesn’t appear on individual hunts, 
  but can rally together all members of the hunt to fight 
  a deadly enemy .
  Wild Hunt, Archer
  This androgynous humanoid carriers a wicked 
  looking bow, and its eyes glow green .
  Uncanny Accuracy. Archers of the wild hunt are 
  deadly with their bow . They never run out of arrows, 
  and each shot can steal the life from their quarry . 
  
  159
  Wild Hunt, Horse
  The mounts of the wild hunt art intelligent and aid 
  their riders as much as they can .
  Racer. When not hunting, wild hunt horses like to 
  challenge each other to elaborate races . 
  
  160
  Wild Hunt, Hound
  Green smoke billows out of the mouth of this large 
  hound . 
  Tracker. Hounds are the primary means of locating 
  the wild hunt’s quarry once they enter a plane for the 
  first time . 
  Dead Fog. Wild hunt hounds are surrounded by a fog 
  which contains the souls of their previous victims . The 
  hound can force the fog to take the form of spectral 
  hounds . 
  
  161
  Wild Hunt, Monarch
  This androgynous humanoid has elk antlers, long 
  ears, and glowing green eyes . 
  Leader. Monarchs are the individual leaders of each 
  hunt, responsible only to the Horned King . They 
  determine who the quarry is .
  Set a Handicap. The monarch determines how easy 
  a particular prey is . If they determine the prey is too 
  easy, they’ll set additional rules and restrictions to the 
  hunt .
  Recruit. The monarch can add creatures that they kill 
  to the wild hunt’s ranks . 
  
  162
  Wild Hunt, Scout 
  The wild hunt’s scouts have ram horns .
  Revenge. The angriest of the wild hunt, scouts seek 
  revenge against those who escaped or insulted the 
  hunt . 
  Flashing Light. Scouts carry scimitars with a green 
  gem . They can project a blinding light from the gem .
  
  163
  Name   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . CR  .  .  .  .  . Pg
  Alpluachra  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  .  .  .2
  Bulabar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 22
  Deepling   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 31
  Forgotten One  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 42
  Gremlin, Vexgit  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 59
  Jermlaine  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 75
  Killmoulis  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 79
  Mite 
    .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 91
  Nat, Einsaung  .  .  .  .  .  .  .  .  .  .  .  .  .1/8    .  .  .  . 97
  Biloko   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  .  . 13
  Brownie (familiar)  .  .  .  .  .  .  .  .  .1/4    .  .  .  . 20
  Cheshire Cat (familiar)  .  .  .  .  .1/4    .  .  .  . 26
  Forest Folk   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  .  . 41
  Fyr 
    .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  .  . 46
  Gremlin, Jinkin  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  .  . 56
  Gremlin, Pugwampi   .  .  .  .  .  .  .1/4    .  .  .  . 58
  House Spirit, Domovoi  .  .  .  .  .1/4    .  .  .  . 68
  House Spirit, Ovinnik  .  .  .  .  .  .1/4    .  .  .  . 70
  Jaebrin  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  .  . 74
  Mockingfey (familiar)   .  .  .  .  .  .1/4    .  .  .  . 92
  Nixie   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 104
  Petal   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 115
  Phooka  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 116
  Rime sprite  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 121
  Spark   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 137
  Tooth Fairy  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 148
  Uldra (race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 151
  Vodyanoi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/4    .  .  . 155
  Asrai   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2  .  .  .  .  .  .  4
  Atomie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  .  .  .5
  Bajang   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2  .  .  .  .  .  .  7
  Bisan   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 14
  Boggart  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 18
  Buckawn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 21
  Calpina  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 24
  Chaneque   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 25
  Faun   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 38
  Fear Eater  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 39
  Forlarren  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 43
  Gathlain (race)  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 47
  Gerbie   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 48
  Gloura   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 52
  Grig 
    .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 60
  Hybsil   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2  .  .  .  .  .  72
  House Spirit, Dvorovoi  .  .  .  .  .1/2    .  .  .  . 69
  Naiad (race) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 96
  Nat, Lu  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  .  . 99
  Oakman  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  . 109
  Pech   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  . 114
  Shadar-Kai  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  . 128
  Twigjack  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1/2    .  .  . 150
  Bagiennik   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1  .  .  .  .  .  .  6
  Blighted Fey Satyr (template)  .1    .  .  .  . 15
  Bog Imp  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  .  . 17
  Choxani  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  .  . 27
  Faerie Seer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  .  . 36
  Fey giant toad (Template)  .  .  .  .  .1    .  .  .  . 40
  Gossip Pixie, Danthienne  .  .  .  .  .1    .  .  .  . 53
  Gremlin, Nuglub .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  .  . 57
  Leprechaun  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  .  . 83
  Mimi   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  .  . 90
  Polevik  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  . 117
  Pooka (race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1    .  .  . 118
  Baobhan Sith  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 10
  Caliento  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 23
  Grimstalker  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 62
  Leshii   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 85
  Majordomo  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 88
  Malgoren  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 89
  Morgodea   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 93
  Nat, Hkum Yeng  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  .  . 98
  Nymph  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  . 108
  Shaedling   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  . 130
  Sirine   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  . 134
  Skin Stealer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  . 135
  Sleeping Blossom  .  .  .  .  .  .  .  .  .  .  .2    .  .  . 136
  Splinterwaif   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2    .  .  . 140
  Bile Wrapped in Beauty  .  .  .  .  .  .3    .  .  .  . 12
  Crystalline Cat  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  .  . 30
  Ekekeh  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  .  . 32
  Hoary Steed  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  .  . 66
  Kelpie   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  .  . 78
  Leanan Sidhe  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  .  . 82
  Lurker in Light  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  .  . 87
  Remacera   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  . 120
  Spriggan  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  . 141
  Thorn   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3    .  .  . 147
  Encantado  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  .  . 33
  Escorite  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  .  . 35
  Fossegrim  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  .  . 44
  Gray Jester .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  .  . 55
  Huldra   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  .  . 71
  Ijiraq   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  .  . 73
  Shadow Collector   .  .  .  .  .  .  .  .  .  .  .4    .  .  . 129
  Shimmerling Swarm  .  .  .  .  .  .  .  .  .4    .  .  . 131
  Spring-Heeled Jack  .  .  .  .  .  .  .  .  .  .4    .  .  . 142
  Svartalfar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  . 144
  Thin Man  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4    .  .  . 146
  Alp 
    .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5    .  .  .  .  .  .1
  Banshrae  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5    .  .  .  .  .  .9
  Cold Rider  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5    .  .  .  . 28
  Fastachee   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5    .  .  .  . 37
  Joy Stealer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5    .  .  .  . 76
  Lampad  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5    .  .  .  . 80
  Nature Spirit, Large   .  .  .  .  .  .  .  .  .5    .  .  . 100
  Oread (race)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5    .  .  . 113
  Crossroads Guardian  .  .  .  .  .  .  .  .6  .  .  .  .  .  29
  Hoarfroster  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6    .  .  .  . 65
  Murderjack  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6    .  .  .  . 94
  Swan Maiden  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6    .  .  . 145
  Wild Hunt, Hound  .  .  .  .  .  .  .  .  .  .  .6    .  .  . 160
  Boogeyman  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7    .  .  .  . 19
  Lunar Ravager  .  .  .  .  .  .  .  .  .  .  .  .  .  .7    .  .  .  . 86
  Nisp 
    .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7    .  .  . 103
  Oceanid  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7    .  .  . 112
  Rimefire Eidolon  .  .  .  .  .  .  .  .  .  .  .  .7    .  .  . 122
  Sangoi   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7    .  .  . 125
  Glitterhaunt .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .8    .  .  .  . 51
  Grimm  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .8    .  .  .  . 61
  Ruin Chanter   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .8    .  .  . 123
  Storm Rider  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .8    .  .  . 143
  Wild Hunt, Horse  .  .  .  .  .  .  .  .  .  .  .  .8    .  .  . 159
  Grave Fairy  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .9    .  .  .  . 54
  Nuckelavee  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .9    .  .  . 107
  Banelight  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .10  .  .  .  .  .  .  8
  Nereid   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .10    .  .  . 102
  Ragewalker  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .10    .  .  . 119
  Ruin Elemental   .  .  .  .  .  .  .  .  .  .  .  .10    .  .  . 124
  Battle Imp  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11    .  .  .  . 11
  Larabay  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11    .  .  .  . 81
  Muse   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11    .  .  .  . 95
  Verdant Prince  .  .  .  .  .  .  .  .  .  .  .  .  .11    .  .  . 152
  Wild Hunt, Archer  .  .  .  .  .  .  .  .  .  .12    .  .  . 158
  Hamadryad  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .13    .  .  .  . 63
  Kamaitachi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .13    .  .  .  . 77
  Wild Hunt, Scout  .  .  .  .  .  .  .  .  .  .  .13    .  .  . 162
  Frostwind Virago  .  .  .  .  .  .  .  .  .  .  .15    .  .  .  . 45
  Siabrie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .16    .  .  . 132
  Ocean Strider  .  .  .  .  .  .  .  .  .  .  .  .  .  .17    .  .  . 110
  Tunche  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .17    .  .  . 149
  Erlking  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .19    .  .  .  . 34
  Seilenos  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .19    .  .  . 126
  Ankou   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20    .  .  .  .  .  .3
  Norn   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .22    .  .  . 105
  Vilderavn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .22    .  .  . 153
  Wild Hunt, Monarch  .  .  .  .  .  .  .  .22    .  .  . 161
  LeShay  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .23    .  .  .  . 84
  Spirit of the Land  .  .  .  .  .  .  .  .  .  .  .23    .  .  . 138
  Hoary Hunter  .  .  .  .  .  .  .  .  .  .  .  .  .  .26    .  .  .  . 66
  Whisperer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .26    .  .  . 156
  Glaistig  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .27    .  .  .  . 49
  CR Rating
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Pirate Gonzalez/Pirate Gonzalez - The Book of the Fey A Fey Bestiary.pdf