I love making monsters. It’s how I got my start in this nutty world of creating Fifth Edition content. And this monster comes in as a request from one of my patrons:
Could I have something along the lines of a more traditional fairy, but two variants with one Cr1 and one that’s somewhere around Cr 3 – 5. I was thinking somthing along the lines of a Cr 1 fairy thats more pixie’esque (Charismatic trickster) but bigger, that grows into a more powerful dryad like figure as it gets older. I’m not exactly set on anything though, i just wanted a couple more fey to use in my games (and possibly Wandrossa if you allow DM Dave official stuff for the gods?).
I think that’s doable!
Tiny fey, chaotic evil
Armor Class 16
Hit Points 5 (2d4)
Speed 10 ft., fly 30 ft.
Abilities 2 (-4), Dex 22 (+6), Con 10 (+0), Int 10 (+0), Wis 13 (+1), Cha 17 (+3)
Skills Perception +3, Stealth +9
Senses darkvision 60 ft., passive Perception 13
Challenge 1 (200 XP)
Magic Resistance. The faerie has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The faerie’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
- At will: detect magic
- 1/day each: charm person, confusion, dancing lights, detect evil and good, detect magic, detect thoughts, dispel magic, dissonate whispers, entangle, fly, sleep, Tasha’s hideous laughter
Searing Ray. Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 3 (1d6) fire damage.
Medium fey, chaotic evil
Armor Class 11 (16 with barkskin)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Abilities 13 (+1), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 20 (+5)
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Elvish, Sylvan
Challenge 3 (700 XP)
Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- At will: detect magic, detect thoughts
- 3/day each: charm person, entangle
- 1/day each: barkskin, dissonate whispers, pass without trace, Tasha’s hideous laughter
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts, Monstrosities, and Plants. The dryad can communicate with beasts, monstrosities, and plants as if they shared a language.
Tree Stride. Once on its turn, the dryad can use 10 feet of its movement to step magically into one living or dead tree within its reach and emerge from a second living or dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Multiattack. The dryad makes two claw attacks.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and if the target is a creature it must make a DC 12 Constitution saving throw taking an additional 9 (2d8) poison damage and become poisoned on a failed save, or half as much damage and not become poisoned on a successful one.
Fey Charm. The dryad targets one humanoid or beast that it can see within 30 feet of it. If the target can see the dryad, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at one time.
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Art by Shutterstock (used with Permission).