D&D 5e: New Fey Creatures


The fey are one of the few areas of the 5e Monster Manual in which the lore is disappointing. Of course, there aren’t all that many fey in the first place: blink dogs, dryads, green hags, pixies, sea hags, satyrs, and sprites. To my mind, this contrasts sharply with the implied dread power of the Archfey, which are apparently on a power level comparable to the Dukes of the Nine Hells and the unnameable Things that dwell between the stars. 4e introduced the Feywild to the D&D cosmology and the concept of warlock pacts with the fey, but 5e didn’t carry that sense of power and prestige forward into its creature design.

Little disclaimer. I realize that this is the first MM for 5e, and thus only the most traditional monsters make it into the book. They did indeed choose the monsters with the strongest lineage within D&D. It just happens that those don’t come together to present the fey as a power to be feared.

The divisions of Types in the Monster Manual are a little weird. I’m honestly not sure why Fey is a Type rather than a Tag – it seems to me that a satyr should be a “humanoid (fey),” while blink dogs and displacer beasts should both be “monstrosity (fey).” Also, the poor faerie dragon has a bit of taxonomic crisis. While I’m wishing for things, let’s make the ettercaps just be Unseelie fey… but I digress.
Shown below are four new fey creatures, humanoid in form but fey in nature. They come from my Aurikesh setting, where they are sources of information and uneasy allies with the PCs far more often than direct opposition. I haven’t gone into depth on their place in the schemes of the Archfey, mostly to avoid serious spoilers for my players, but also because those wouldn’t do much good for anyone lifting them for their own use. I’m using Aurikesh races in references where necessary, but nothing that I’m presenting here specifically depends on using Aurikesh races.

Caveat emptor. As of current writing, the DMG isn’t available and I don’t know actual CR math. I have no way to know how right or wrong these CRs might be. Also, for the more powerful versions of each type, I’ve sometimes assumed a +3 proficiency bonus, perhaps incorrectly.

Glutton-Fey

Glutton-fey look like human or kagandi children (usually between the ages of 8 and 14), with jagged teeth and long, pointed ears. Over time and with a great many meals, they grow to the size of adult humans, though they retain child-like proportions. Their features become wizened and their hands gnarled. At all stages, they possess a strength and ferocity that contrast sharply with their appearance. It is the custom of most glutton-fey to wear Phyrgian caps that they dye scarlet. Let’s not discuss what they use for dye…
A Taste For Flesh. Every individual glutton-fey finds one particular sentient species irresistibly tasty. If magically controlled or commanded, they can be restrained from attacking and eating their favored meal, but if operating under their own control, they would have to have a very good reason to resist the urge to have just a little snack. By percentage, most glutton-fey crave human flesh, followed by kagandi, then beruch. Glutton-fey that favor veytikka flesh are quite rare, but do exist. A glutton-fey is, as the name suggests, all but insatiable – if there are multiple creatures of its favored kind in a group, it will move to the next after it has finished the first.
To randomly determine a glutton-fey’s favored meal, use the table below.

d20 roll Favored Meal
1-7 Human
8-14 Kagandi
15-19 Beruch
20 Veytikka

Or, if you’re using Player’s Handbook races, use this:

d20 roll Favored Meal
1-5 Human, Half-Elf, and Half-Orc
6-8 Halfling
9-10 Elf and Half-Elf
11-12 Dwarf
13-14 Orc and Half-Orc
15-16 Gnome
17-18 Dragonborn
19 Tiefling and Aasimar
20 Other

Young Glutton-Fey
Small fey, chaotic evil
Armor Class 13 (hide armor)
Hit Points 13 (3d6+3)
Speed 30 ft
Str 14 (+2) Dex 12 (+1) Con 12 (+1) Int 8 (-1) Wis 10 (+0) Cha 8 (-1)
Skills Intimidate +1
Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron
Senses darkvision 60 ft, passive Perception 10
Languages Common, Sylvan
Challenge 1/2
Awful Hunger. A young glutton-fey deals  an extra 1d6 damage against targets below maximum hit points. It can deal this damage only once per turn. Against its favored meal, a glutton-fey’s attacks have advantage, but it also grants advantage on attacks that its current target makes against it.
Actions
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (1d10+2) slashing damage.
Bonus Actions
Bite. Melee Weapon Attack: Target must be prone. +4 to hit, reach 5 ft, one prone target. Hit: 5 (1d6+2) piercing damage.
Elder Glutton-Fey
Medium fey, chaotic evil
Armor Class 15 (scale mail)
Hit Points 44 (8d8+8)
Speed 30 ft
Str 16 (+3) Dex 12 (+1) Con 12 (+1) Int 6 (-2) Wis 10 (+0) Cha 8 (-1)
Skills Intimidate +2, Perception +3
Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron
Senses darkvision 60 ft, passive Perception 13, Bloodhunt (see below)
Languages Common, Sylvan
Challenge 3
Awful Hunger. An elder glutton-fey deals  an extra 2d6 damage against targets below maximum hit points. It can deal this damage only once per turn. Against its favored meal, a glutton-fey’s attacks have advantage, but it also grants advantage on attacks that its current target makes against it.
Bloodhunt. An elder glutton-fey can track creatures that are below maximum hit points by scent. Any ability checks to do so use Wisdom (Perception). The elder glutton-fey makes these checks with advantage if the creature is its favored meal.
Actions
Multiattack. The elder glutton-fey makes two battleaxe attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d10+3) slashing damage.
Bonus Actions
Bite. Melee Weapon Attack: Target must be prone. +6 to hit, reach 5 ft, one prone target. Hit: 7 (1d8+3) piercing damage.

Goblin-Fey

Goblin-fey are quite similar to typical goblins, save that their features are slightly less brutish and, if available, their clothing is more refined. Their mannerisms are their greatest difference, as they are talkative, inventive, and more interested in barter than conquest. A proper Market of the goblin-fey is a sight to behold, rivaling the greatest bazaars of mortal cities for the variety of exotic goods available.

For settings that are not Aurikesh, I’d suggest that goblin-fey are the result of a tribe of goblins that were led by a powerful warlock. The warlock bargained with one of the Archfey to shelter the tribe from its enemies. Hidden within the Feywild, they became like unto that realm and forgot the ways of Maglubiyet. 

Flintlock Fascination. Goblin-fey are proficient in flintlock weapons of all kinds. A flintlock created by a goblin-fey only works in the hands of that particular goblin-fey, and it often falls apart upon that goblin-fey’s death. Goblin-fey are aware of the flaws of their own flintlocks, and prefer to trade for more durable flintlocks made by other races.

 

Goblin-Fey

Small fey (goblinoid), neutral

Armor Class 14 (leather armor)

Hit Points 10 (3d6)

Speed 30 ft

Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 10 (+0) Wis 8 (-1) Cha 12 (+1)

Skills Insight +1, Persuasion +3, Stealth +5

Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron

Senses darkvision 60 ft, passive Perception 9

Languages Common, Goblin, Sylvan

Challenge 1/2

 

Nimble Escape. The goblin-fey can take the Disengage or Hide action as a bonus action on its turn.

 

Heart’s Desire. As an action, a goblin-fey can peer into another character’s heart and sense his or her desires. If the character’s strongest desires are traits, ideals, bonds, or flaws, the goblin-fey can sense them automatically. Otherwise the goblin-fey must succeed a Wisdom (Insight) check against DC 10. A character aware of the goblin-fey’s study can make this a contested roll, using Charisma (Deception).

 

Actions

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

 

Flintlock Pistol. Ranged Weapon Attack: +5 to hit; range 30/90 ft., one target. Hit: 9 (1d10+3) piercing damage.

 

Goblin-Fey Collector

Small fey (goblinoid), neutral

Armor Class 15 (studded leather armor)

Hit Points 35 (10d6)

Speed 30 ft

Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 10 (0) Wis 10 (0) Cha 14 (+2)

Skills Insight +4, Persuasion +5, Stealth +7

Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron

Senses darkvision 60 ft, passive Perception 10

Languages Common, Goblin, Sylvan

Challenge 2

 

Nimble Escape. The goblin-fey can take the Disengage or Hide action as a bonus action on its turn.

 

Heart’s Desire. As an action, a goblin-fey can peer into another character’s heart and sense his or her desires. If the character’s strongest desires are traits, ideals, bonds, or flaws, the goblin-fey can sense them automatically. Otherwise the goblin-fey must succeed a Wisdom (Insight) check against DC 10. A character aware of the goblin-fey’s study can make this a contested roll, using Charisma (Deception). This ability does not work in combat.

 

Conjure Treasures. Once a bargain has been settled by both sides, the collector may summon to hand any object it has placed within its collection of curiosities, including money. A collector cannot conjure treasures until a deal has been reached, and it will not give away its treasures even to save its own life.

 

Spellcasting (Warlock). The collector is a 4th-level spellcaster. Its casting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The collector knows the following spells:

Cantrips (at will): blade ward, poison spray, true strike

2 slots, up to 2nd level spells: charm person, expeditious retreat, invisibility, shatter, suggestion

 

Actions

Multiattack. The goblin-fey collector makes two attacks with its shortsword, or one attack with its musket and one attack with its shortsword, or two attacks with (separate) pistols.

 

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

 

Flintlock Pistol. Ranged Weapon Attack: +5 to hit; range 30/90 ft., one target. Hit: 9 (1d10+3) piercing damage.

 

Flintlock Musket. Ranged Weapon Attack: +5 to hit; range 40/120 ft., one target. Hit: 10 (1d12+3) piercing damage.

Leech-Fey

Leech-Fey are pallid, bloated figures, covered in leeches and rags, that guide small barges through the sewers of cities. The barges are sized for exactly two people at a time – the leech-fey and one passenger, for the leech-fey offers passage to those that it meets in the sewer’s depths. Those who accept often see great wonders on the sunless river, but they must travel alone with the leech-fey. The boatman’s most common price is the sating of its leeches.

 

Deep Secrets. Leech-fey trade for the secrets of flesh and bone, and they have learned to use their mastery of anatomical sciences in self-defense and other, more disturbing ends. The greater purpose of their studies remains unclear to even the most insightful mortal scholars, but leech-fey have been known to trade intriguing treasures for a few pints of blood, forgotten teeth, or extraneous fingers and toes.

 

Leech-Fey

Medium fey, neutral

Armor Class 12 (leather armor)

Hit Points 16 (3d8+3)

Speed 30 ft

Str 8 (-1) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 10 (+0) Cha 10 (+0)

Skills Medicine +3, Stealth +3

Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron

Senses darkvision 60 ft, passive Perception 10

Languages Common, Sylvan

Challenge 1/2

 

Anatomical Insight. A leech-fey’s attacks critically hit on an 19-20. As an action, a leech-fey can study a creature and make a Wisdom (Medicine) contested roll against the target’s Charisma (Deception). If successful, the leech-fey learns any damage resistance, damage immunity, and damage vulnerability the target possesses, as well as any diseases or poisons currently acting on the target.

 

Actions

Scalpel. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4+1) piercing damage. If the target fails a Constitution saving throw against DC 11, it suffers this damage again at the end of its next turn, as bleeding damage.

 

Leeches. The target rolls a Constitution saving throw against DC 11. On a failure, the target takes 1d10 poison damage. On a success, no damage.

 

Leech-Fey Chirurgeon

Medium fey, neutral

Armor Class 12 (leather armor)

Hit Points 52 (8d8+16)

Speed 30 ft

Str 8 (-1) Dex 12 (+1) Con 14 (+2) Int 16 (+3) Wis 12 (+1) Cha 10 (+0)

Skills Medicine +3, Stealth +3

Damage Immunities poison

Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron

Senses darkvision 60 ft, passive Perception 11

Languages Common, Sylvan

Challenge 3

 

Anatomical Insight. A chirurgeon’s attacks critically hit on an 18-20. As an action, a leech-fey can study a creature and make a Wisdom (Medicine) contested roll against the target’s Charisma (Deception). If successful, the leech-fey learns any damage resistance, damage immunity, and damage vulnerability the target possesses, as well as any diseases or poisons currently acting on the target.

 

Master of Humors. Whenever the leech-fey chirurgeon is subjected to a disease effect, poison damage, or the poisoned condition, it regains hit points equal to half the damage dealt, or 2d8 for effects that do not cause hit point damage.

 

Actions

Multiattack. The leech-fey chirurgeon makes two scalpel attacks.

 

Scalpel. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 3 (1d4+1) piercing damage. If the target fails a Constitution saving throw against DC 14, it suffers this damage again at the end of its next turn, as bleeding damage.

 

Leeches. The target rolls a Constitution saving throw against DC 14. On a failure, the target takes 2d10 poison damage. On a success, no damage.

 

Blood Drain. The leech-fey chirurgeon may inflict one failed death save on a target that is at 0 hit points in order to regain 1d8+2 hit points. If the target is diseased or poisoned at the time, the leech-fey may use its Master of Humors ability to regain more hit points.

Poison-Fey

Poison-fey are the lesser nobility of the fey, well below the Archfey and any individuals that the Archfey have exalted, but well above the common ranks of the glutton-fey, goblin-fey, and leech-fey. They are the most nearly human in their appearance, and usually made beautiful (according to local standards of beauty) by the power of glamour. They serve the inscrutable or irrational ends of the Archfey more directly than other kinds of fey.

Harbingers of Ill Fortune. Poison-fey are not so universally malicious as their name implies, though like any of the fey, mortals are well-advised to approach them with caution. Poison-fey are chiefly named for their ability to poison a person’s luck or fate, though many of them also command toxins of a more literal nature.

 

Poison-Fey

Medium fey, neutral

Armor Class 13 (Fate’s Warding)

Hit Points 13 (3d8)

Speed 35 ft

Str 9 (-1) Dex 12 (+1) Con 11 (+0) Int 12 (+1) Wis 10 (+0) Cha 14 (+2)

Skills Deception +4, Poisoner’s Kit +3, Sleight of Hand +3

Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron

Damage Resistance poison

Condition Immunity poisoned

Senses darkvision 60 ft, passive Perception 10

Languages Common, Sylvan

Challenge 1/2

 

Fate’s Warding. Poison-fey add their Charisma bonus to AC if they are unarmored.

 

Threads of Fate. Poison-fey can perceive highly-symbolic glimpses of a mortal creature’s past, present, and future. This requires one minute of concentration, or one full round if the poison-fey is in direct physical contact with the creature. A creature aware of this ability and attempting to conceal its nature and fate may attempt a Charisma saving throw against DC 12.

 

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 5 (1d8+1) piercing damage, and the target must make a DC 10 Constitution saving throw. On a failure, it takes 1d4 poison damage. On a successful save, it takes no additional damage.

 

Blessing and Bane. A poison-fey may cast bless once per short or long rest, and bane once per short or long rest. The saving throw DC for bane is 12.

 

Poison-Fey Courtier

Medium fey, neutral

Armor Class 15 (Fate’s Warding)

Hit Points 36 (8d8)

Speed 35 ft

Str 9 (-1) Dex 14 (+2) Con 11 (+0) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)

Skills Deception +5, Insight +3, Poisoner’s Kit +3, Sleight of Hand +4

Damage Vulnerability: bludgeoning, piercing, or slashing damage from a weapon made of cold iron

Damage Resistance poison

Condition Immunity poisoned

Senses darkvision 60 ft, passive Perception 11

Languages Common, Sylvan

Challenge 2

 

Fate’s Warding. Poison-fey add their Charisma bonus to AC if they are unarmored.

 

Threads of Fate. Poison-fey can perceive highly-symbolic glimpses of a mortal creature’s past, present, and future. This requires one minute of concentration, or one full round if the poison-fey is in direct physical contact with the creature. A creature aware of this ability and attempting to conceal its nature and fate may attempt a Charisma saving throw against DC 13.

 

Spellcasting. The poison-fey is a 6th-level spellcaster, and its spellcasting ability is Charisma (spell save DC 13). It has three spell slots per short or long rest, which it can use to cast the following spells in any combination: bane, bestow curse, bless, charm person, crown of madness, misty step, remove curse

 

Additionally, it can cast friends and poison spray as cantrips.

 

Actions

Multiattack. The poison-fey makes two rapier attacks, or casts a cantrip and makes one rapier attack.

 

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d8+2) piercing damage, and the target must make a DC 10 Constitution saving throw. On a failure, it takes 1d4 poison damage. On a successful save, it takes no additional damage.

Conclusion

The goal of these fey is to direct the whole concept of the fey toward something meatier, more sinister, and more likely to encounter the PCs without having to be deliberately sought. Primary inspirations for this work are Changeling: the Dreaming and Changeling: the Lost, both of which I adore for different reasons. If you enjoy these creatures, and especially if you use them in your own campaigns, let me know – I am interested in expanding what I’ve presented here into a PDF for publication, and it would be most reassuring to know that it would find an audience.

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