From The Feywild - A Compendium of The Fey Creatures

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The document discusses various creatures that can travel between the Feywild and material planes, including pixies, sprites, satyrs and others. It also discusses the Court of Summer, magical items, and a new playable pixie race.

Creatures discussed include pixies, sprites, satyrs, fairies, eladrin, and hags. They can be tiny, small or medium in size depending on the race.

The Court of Summer is commonly known as the Seelie Court. It is ruled by the Seelie King/Queen and holds dominion over the Feywild. Its inhabitants are often neutral or chaotic good and playful in nature.

From the

Feywild
Table Of Contents

Introduction

The Court of Summer

Choosing a Race for an NPC

Playable Race: Pixie

Army of the Fey

Artifacts of the Feywild


Introduction

A
ripping crackle of energy rips apart the peaceful
air. A rend in space and time opens a vision of Playable Race: Pixie
graceful flowers, beautiful forests, and a land of Pixies are shy, reclusive creatures that have become a large
vibrant life. The image shifts and ripples, like a part of the hierarchical structure over the years. Small in
reflection upon a lake. Figures approach, stature but powerful in magic and personality, Pixies are
hesitant at first but filled with curiosity. One often underestimated, usually to devious results. Strong
small creature presses its hand through, willed and strong minded, Pixies are considered as stubborn
breaking the surface of this strange floating mirage. It as dwarves and are known to get what they want, whether
clambers through, calling out to its companions in sweet, through guile, deception or manipulation.
soothing Sylvan. Soon, others join, crossing the barrier Under the direction of the Court of Stars, they have left
between the Feywild and the Material Plane. their mark upon the land through battle and magic, though
This guide introduces nine unique creatures from the are most known for their affinity to nature and have been
Feywild, Fey magic spells, several magical items carried known to etch intricate carvings into frozen rivers and create
across the planes and a new race: Pixie. Whether used to delicate patterns with budding plants. They cause flowers to
further a Feywild adventure or introduce planar creatures, grow and sparkle with summer dew, and they color the leaves
this guide provides useful monster stats and some with the blazing colors of autumn. It is said that they taught
roleplaying information for the various creatures that step the birds to fly and to sing. Though the evolution of time and
across. Able to be a range of fey creatures, the creatures here advancement has made the Fey more serious, these childlike
can be pixie, fairy, sprite, or any other feywild creature you sprites have a penchant for mischievous fun, and there is no
desire. game a Pixie will not play, no sport it will not attempt, and no
revelry it will avoid or decline.
The Court of Summer Your pixie character has the following racial traits.
Commonly known as the Seelie Court, Court of Stars or the Age
Summer Court, the Court of Summer is the home of the fey It is unknown how long a pixie actually lives. However, most
in the Feywild. Ruled by the Seelie King or Queen, the Court agree that they reach maturity at the same time as a human
of Summer holds dominion over the Feywild and keeps the child and can live to be an average of at least 250 years old.
peace amongst its wide and varied people. Often considered Darkvision
to be neutral or chaotic good, the Fey of the Court of Summer
are playful, vibrant, and clever. Taking little concern in You can see in 60 ft. in dim light as if it were bright light and
matters outside of their own court, the Court of Summer in darkness as if it were dim light.
holds its own with a small army. With their only foe in the Hover
Feywild being the Unseelie Court and the Queen of Air and You can hover up to 10 ft off the ground. If you fall or end
Darkness, the Court of Summer occasionally ventures your turn more than 10 ft off the ground, you end up at 10 ft
outside of its own realm. When they do, they often have a off the ground (immune to falling).
purpose and do not venture out blindly, though some, like
satyrs, are known as the more chaotic of their brethren, and Fey Ancestry
can act rashly without purpose. You have advantage on saves against being charmed, and
magic can’t put you to sleep. Additionally, your fey ancestry
Choosing a Race for an NPC links you to nature. You know the druidcraft cantrip and it
There are several races that a creature (see below) can be, does not count against your known spells.
including satyr (sometimes known as a faun), fairy (also Invisibility
spelled faerie), pixie, sprite, haregon, eladrin, or sometimes
even hag. As such, a creature can be tiny, small or medium, Your fey ancestry allows you to channel innate magics,
depending on the size. When choosing a race, use the table learned over thousands of years to keep your kind safe. You
below to change the hit points, but the rest of the ability can use a bonus to cast the invisibility spell, targeting only
scores and features should remain the same. yourself. Anything that you are carrying or wearing also turns
invisible. The effects end when you attack in combat or cast a
Size Hit Dice spell, lasting up to an hour. You can use this twice, regaining
Tiny d4 the ability after a long rest.
Smalle d6 Shrink
Medium d8 You can touch an object that is sized for a Medium or Small
creature and shrink it to a size appropriate for your tiny
Large d10 hands. If the object is a weapon, decrease the damage die by
Huge d12 one to a minimum of 1d4. You can touch multiple objects if
Gargantuan d20
they are the same type.

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Tiny Hands
You have an extremely small form. You gain disadvantage to Innate Spellcasting. The ambassador's innate
athletics checks, but proficiency in sleight of hand, if you do spellcasting ability is Charisma (spell save DC 16).
not have it already. In addition, you gain advantage on checks It can innately cast the following spells, requiring
using Dexterity (Sleight of Hand). no material components:
Languages At will: friends, faerie fire
Pixies can speak common, elvish and Sylvan. 3/day each: charm person, fireball,
Ability Score Increase 1/day each: delayed blast fireball, crown of
Your Dexterity score increases by 2, and your Wisdom score madness,
increases by 1.
Actions
Size Multiattack. The ambassador makes three attacks
Pixies are significantly smaller and lighter than regular with its short sword or two attacks with its fae
humanoids, standing between 2 to 3 feet tall. Your size is missile.
small.
Arcane Shortsword. Melee Weapon Attack: +4 to hit,
Fey reach 5 ft., one target. Hit: 6 (1d6 + 3) force
Your creature type is fey rather than humanoid. damage.
Fae Missile. Ranged Weapon Attack: +7 to hit, range
Army of the Fey 120 ft., one target. Hit: 9 (1d10 + 4) force damage.

From foot soldiers to knights to the mighty wyvern riders, the


army of the fey can be intimidating as a foe or peerless as an Description
ally. Armed with weapons infused with the magic of the Serving the Fey Court, ambassadors are the voice of the
Feywild, the soldiers of the Summer Court are known for monarchy. Graced with great power, both arcane and
their loyalty, dedication, and honor in serving their ruler. political, ambassadors are often thought of as self-centered
and haughty, though mostly just like following the rules and
laws of whatever land they find themselves in. Elegant and
Fey Ambassador poised, ambassadors are tools of efficiency and guile.
Small fey, any alignment

Armor Class 14 (leather)


Hit Points 32 (12d6 - 4)
Fey Archer
Speed 20 ft., fly 50 ft. Small fey, any alignment

Armor Class 16 (Studded Leather)


STR DEX CON INT WIS CHA Hit Points 55 (10d8 + 30)
Speed 20 ft., fly 50 ft.
8 (-1) 16 (+3) 8 (-1) 17 (+3) 16 (+3) 19 (+4)

Damage Resistances Force; Bludgeoning, Piercing, STR DEX CON INT WIS CHA
and Slashing from Nonmagical Attacks 12 (+1) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 12 (+1)
Condition Immunities Charmed, Grappled,
Unconscious
Senses Darkvision 60 ft., Passive Perception 16 Damage Resistances Force; Bludgeoning, Piercing,
Languages Sylvan, Common, Elvish, one other and Slashing from Nonmagical Attacks
language Condition Immunities Charmed, Grappled,
Challenge 5 (1,800 XP) Proficiency Bonus +3 Unconscious
Senses Darkvision 90 ft., Passive Perception 16
Languages Sylvan, Common, Elvish, one other
Magic Resistance. The ambassador has advantage on
language
saving throws against spells and other magical
Challenge 5 (1,800 XP) Proficiency Bonus +3
effects and is immune to an effect that would
knock it unconscious.
Magic Resistance. The archer has advantage on
Small Form. The ambassador is immune to being saving throws against spells and other magical
grappled. effects and is immune to an effect that would
knock it unconscious.
Fey Weapon. If used by a creature that is not fey, the
arcane weapons are returned to its original Small Form. The archer is immune to being
nonmagical state. grappled.

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Fey Weapon. If used by a creature that is not fey, the Small Form. The knight is immune to being
arcane weapons are returned to its original grappled.
nonmagical state.
Fey Weapon. If used by a creature that is not fey, the
Puncturing Shot. Once per turn, the archer can deal arcane weapons are returned to its original
an additional 1 (1d6) damage with a longbow. nonmagical state.
Innate Spellcasting. The Archer's innate spellcasting Improved Critical. The knight’s attack rolls now
ability is Wisdom (spell save DC 14). It can innately score a critical hit on a roll of 19 or 20 on the d20.
cast the following spells, requiring no material Manifest Echo. The knight can manifest an echo in
components: an unoccupied spot up to 15 ft. away. This Echo
3/day: hunter's mark, ensnaring strike has an AC of 17, and 1 point of health. Only one
Echo can be manifested at a time.
Actions Mirrored Attack. When the knight takes the attack
Multiattack. The archer makes three attacks with its action, it can originate from itself or from the echo.
longbow or two with its shortsword Unleash Incarnation (5 charges, no action). Once per
Arcane Shortsword. Melee Weapon Attack: +7 to hit, turn when the knight makes a melee weapon attack,
reach 5 ft., one target. Hit: 7 (1d6 + 4) force it can make another weapon attack originating from
damage. the echo's location, requiring an echo to have been
manifested.
Arcane Longbow. Ranged Weapon Attack: +8 to hit,
range 150/600 ft., one target. Hit: 12 (2d8 + 4) Teleport. The knight can use half of its movement
force damage. to swap places with the echo.
Shadow Martyr. As a reaction, when a creature the
knight can see is targeted by an attack, the knight
Description can command its echo to teleport to a creature,
materializing in a spot within 5 ft. of the attacker,
Serving the Fey Court as scouts and soldiers, Fey Archers are forcing the attacker to make the attack roll against
skilled in silent movement, reconnaissance, and are lauded the echo instead of the original target.
for their sharp eyes. Armed with bows thrumming with Fey
magic, archers are a key part of the army as well as a Mirrored Attack. When the knight takes the attack
necessary facet of the court's ability to patrol the woodlands action, it can originate from itself or from the echo.
and fields around their city. Second Wind. The knight can use a bonus action to
regain 20 (1d10 + 15) hit points. This feature can
be used once per short or long rest.
Fey Knight Action Surge. The knight can take an additional
action. This feature can be used once per long or
Small fey, any alignment short rest.
Armor Class 18 (Chain Shirt, Shield)
Hit Points 108 (18d6 + 54)
Actions
Speed 30 ft., fly 40 ft. Multiattack. The knight makes three attacks with its
shortsword when it takes the attack action.

STR DEX CON INT WIS CHA Arcane Shortsword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) force
14 (+2) 19 (+4) 16 (+3) 12 (+1) 14 (+2) 14 (+2) damage.

Saving Throws STR +5, DEX +7


Skills Acrobatics +7, Athletics +5, Perception +5
Damage Resistances Force; Bludgeoning, Piercing,
Description
and Slashing from Nonmagical Attacks Knights are the epitome of fey loyalty. Honorable, brave,
Condition Immunities Charmed, Grappled, strong, and fearless, Fey Knights are looked upon with
Unconscious respect and dignity. Trained in the art of manipulating time
Senses Darkvision 60 ft., Passive Perception 15 and self, the Fey Knights are able to unlock various aspects of
Languages Sylvan, Common, Elvish, one other themselves and bring them into combat. Mirroring the
language abilities learned from time manipulation and chronomagic,
Challenge 7 (2,900 XP) Proficiency Bonus +3 the Fey Knights are powerful and skilled. Answering any
challenge, facing any threat, Fey Knights defend the Court of
Magic Resistance. The knight has advantage on Summer from all foes, in the Feywild or wherever the king or
saving throws against spells and other magical queen orders.
effects and is immune to an effect that would
knock it unconscious.

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Fey Hunter Bola. Ranged Weapon Attack: +8 to hit, range
30/90 ft., one target. Hit: 6 (1d6 + 5) bludgeoning
Small fey, any alignment
damage and the target must make a DC 15
Armor Class 16 (Studded Leather) Dexterity saving throw or be knocked prone.
Hit Points 70 (10d6 + 20)
Speed 30 ft., fly 50 ft.
Description
STR DEX CON INT WIS CHA Trained in the various climates of the Feywild, Fey Hunters
12 (+1) 20 (+5) 15 (+2) 14 (+2) 16 (+3) 10 (+0)
are the best stalkers, searchers, and retrievers of the plane.
Serving as rangers to the Court of Summer, Fey Hunters can
follow any track, mundane or magically concealed. With keen
Saving Throws DEX +8, INT +5
Skills Stealth +8
eyes and a sharp wit, Hunters are also trained in retrieval,
Damage Resistances Force; Bludgeoning, Piercing,
though most often are sent to eliminate threats and bring
and Slashing from Nonmagical Attacks back the proof.
Condition Immunities Charmed, Grappled,
Unconscious
Senses Darkvision 120 ft., Passive Perception 19
Languages Sylvan, Common, Elvish, one other
Fey Interceptor
Small fey, any alignment
language
Challenge 5 (1,800 XP) Proficiency Bonus +3
Armor Class 12 (Leather)
Hit Points 105 (15d6 + 60)
Magic Resistance. The hunter has advantage on Speed 45 ft., fly 60 ft.
saving throws against spells and other magical
effects and is immune to an effect that would
knock it unconscious. STR DEX CON INT WIS CHA
Small Form. The hunter is immune to being 12 (+1) 20 (+5) 18 (+4) 17 (+3) 16 (+3) 10 (+0)
grappled.
Fey Weapon. If used by a creature that is not fey, the Saving Throws DEX +7, INT +6
arcane weapons are returned to its original Skills Acrobatics +7, Perception +9, Stealth +10
nonmagical state. Damage Resistances Force; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks
Ambusher. In the first round of a combat, the Condition Immunities Charmed, Grappled,
hunter has advantage on attack rolls against any Unconscious
creature it surprised. Senses Darkvision 120 ft., Passive Perception 19
Keen Tracker. The hunter has advantage on Wisdom Languages Sylvan, Common, Elvish, one other
checks to track prey and can follow a magically language
concealed trail, such as those concealed by the Challenge 7 (2,900 XP) Proficiency Bonus +3
pass without trace spell.
Magic Resistance. The interceptor has advantage on
Life Drain. On a successful ranged or melee weapon saving throws against spells and other magical
attack, the hunter can use its bonus action to force effects and is immune to an effect that would
the target to make a DC 12 Constitution saving knock it unconscious.
throw, healing the hunter for 1d6+5 points of
health and reducing the target's speed by 10. If the Small Form. The interceptor is immune to being
target's speed is reduced to 0, it falls unconscious. grappled.
Innate Spellcasting. The hunter's innate spellcasting Fey Weapon. If used by a creature that is not fey, the
ability is Wisdom. It can innately cast the following arcane weapons are returned to its original
spells, requiring no material components: nonmagical state.
1/day each: sleep, locate creature, locate object Keen Tracker. The hunter has advantage on Wisdom
checks to track prey and can follow a magically
Actions concealed trail, such as those concealed by the
Multiattack. The hunter makes three attacks when it pass without trace spell.
takes the attack action. Sneak Attack. On the first attack that hits when the
interceptor has advantage on the attack roll or if an
Arcane Shortbow. Ranged Weapon Attack: +8 to hit, ally is within 5 ft. of the target, the interceptor can
range 30/120 ft., one target. Hit: 6 (1d6 + 5) force add 12 (4d6) damage.
damage.
Cunning Action. The interceptor can take the dash,
Arcane Dagger. Melee Weapon Attack: +8 to hit,
dodge, or disengage action as a bonus action
reach 5 ft., one target. Hit: 4 (1d4 + 5) force
instead.
damage.

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4
Evasion. If the interceptor is subjected to an effect
that allows it to make a Dexterity saving throw to Saving Throws STR +8, CON +7
take only half damage, it instead takes no damage if Skills Bludgeoning, Force, Piercing, Slashing
it succeeds on the saving throw, and only half Damage Resistances Athletics +7
damage if it fails. Condition Immunities Charmed, Grappled,
Unconscious
Innate Spellcasting. The Interceptor's innate Senses Darkvision 120 ft., Passive Perception 16
spellcasting ability is Intelligence (spell save DC Languages Sylvan, Common, Elvish, one other
16). It can innately cast the following spell, language
requiring no material components: Challenge 8 (3,900 XP) Proficiency Bonus +3
1/day at the 4th level: sleep
Magic Resistance. The paladin has advantage on
Actions saving throws against spells and other magical
effects and is immune to an effect that would
Multiattack. The interceptor makes two shortsword knock it unconscious.
attacks.
Small Form. The paladin is immune to being
Darken Shortsword. Melee Weapon Attack: +7 to
grappled.
hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force
damage, and the target must make a DC 16 Fey Weapon. If used by a creature that is not fey, the
Constitution saving throw, taking 18 (6d6) psychic arcane weapons are returned to its original
damage on a failed save and are paralyzed until the nonmagical state.
end of the interceptor's next turn, or half as much Lay on Hands. The paladin touches a willing
damage on a successful one and are not paralyzed. creature, to include itself. The target regains 15 hit
Darken Missile. Ranged Weapon Attack: +7 to hit, points. This feature can be used once per long rest.
range 120 ft., one target. Hit: 9 (1d10 + 4) force Forceful Smite. Once per turn if the paladin has not
damage. and the target must make a DC 12 used a different smite spell, the paladin channels
Constitution saving throw, taking 6 (2d6) psychic the energy of the Feywild into its sword. The next
damage on a failed save and are paralyzed until the attack that hits deals an additional 4 (1d8) damage
end of the interceptor's next turn, or half as much and the target must make a DC 14 Charisma saving
damage on a successful one and are not paralyzed. throw. On a failed save, the creature is marked until
Stunning Blast (Recharges 4-6). The Interceptor the end of the paladin's next turn. A marked
emits a blast of arcane energy in a 15 ft. radius. All creature has disadvantage on their next attack roll
creatures in the area must make a DC 16 Wisdom or saving throw.
saving throw or be paralyzed. A paralyzed creature Arcane Advancement. Instead of using movement,
can make a new save at the end of its turn, ending the paladin can teleport up to 60 ft. to a target
the effects on a success. marked by forceful smite.
Superior Invisibility. The interceptor magically turns Innate Spellcasting. The paladin's innate spellcasting
invisible until its concentration ends (as if ability is Charisma (spell save DC 14). It can
concentrating on a spell). Any equipment the innately cast the following spells, requiring no
interceptor wears or carries is invisible with it. material components:
At will: booming blade
Description 3/day each: wrathful smite, searing smite,
Where hunters fall short, the interceptors pick up. Their 1/day each: banishing smite, staggering smite
primary purpose is espionage, retrieval, and bounty hunting.
Often used as the piece keepers, interceptors are peerless in Actions
retrieving targets alive. If deployed, those hunted know things Multiattack. The knight makes three attacks with its
are dire for the Court of Summer rarely sends its best longsword or one attack and uses its revitalize.
retrievers for just anyone.
Arcane Longsword. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 10 (1d8 + 5) force
damage.
Fey Paladin Revitalize. The paladin touches a wound on itself
Small fey, any alignment
and channels the energy of the feywild, regaining
11 (2d6 + 5) hit points.
Armor Class 21 (Plate, Shield)
Hit Points 105 (15d6 + 60)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 16 (+3)

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Second Wind. The soldier regains 10 (1d10 + 5) hit
Reactions points. This feature can be used once per short or
Riposte. When the paladin is hit with a melee long rest.
weapon from a target it can see, it can make a DC
15 Dex save, reducing the damage to half on a Innate Spellcasting. The Soldier's innate spellcasting
successful save. ability is Charisma (spell save DC 12). It can
innately cast the following spells, requiring no
Parry. When the paladin is hit with a melee attack material components:
from a target it can see is and is wielding a melee At will: booming blade
weapon, it can increase its AC by 2, potentially
causing the attack to miss. 1/day each: wrathful smite, searing smite
Retaliate. When hit with a melee attack and is
wielding a melee weapon, the paladin can use its
Actions
reaction to make a melee attack at the attacker. Multiattack. The Soldier makes two attacks with its
longsword.
Arcane Longsword. Melee Weapon Attack: +6 to hit,
Description reach 5 ft., one target. Hit: 8 (1d8 + 4) force
Amongst the highest standing alongside Fey Knights, damage.
paladins of the Feywild hold a different source of power.
While many paladins of the material planes beseech the gods
or divinities of the universe to grant them power, paladins Description
earn their might through devotion and loyalty to the Court of Garbed in their polished, groomed armor and burnished
Summer. Proven in battle before being annointed, there are shields, Fey Soldiers are a display of discipline and
few higher in standing than the paladin. Noble, just, and fair, professionalism. Unlike many soldiers of lesser armies, Fey
paladins are a shining beacon to the people of the Court of Soldiers hold themselves to higher standards. Most volunteer
Summer. to become soldiers and carry with them great pride in their
station. Many have aspirations to elevate their standing,
whether it is to become a specialized hunter or interceptor, or
Fey Soldier perhaps become knights or join the ranks of the paladins.
Small fey, any alignment Regardless of goals, Fey Soldiers are organized and careful,
logically taking in whatever situation they are in. Though
Armor Class 17 (Chain Mail, Shield) undeniably courageous, Fey Soldiers understand tactical
Hit Points 45 (11d10 + 14) retreat and recovery. Willing to die, Fey Soldiers do not
Speed 30 ft., fly 30 ft. actively seek it if there is a smarter alternative.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Fey Wyvern Rider
Small fey, any alignment
Saving Throws STR +8, CON +7 Armor Class 19 (Plate, Shield)
Skills Athletics +7 Hit Points 154 (22d6 + 88)
Damage Resistances Force; Bludgeoning, Piercing, Speed 20 ft., fly 40 ft.
and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Grappled,
Unconscious STR DEX CON INT WIS CHA
Senses Darkvision 60 ft., Passive Perception 14
Languages Sylvan, Common, Elvish, one other 21 (+5) 17 (+3) 18 (+4) 16 (+3) 22 (+6) 14 (+2)
language
Challenge 3 (700 XP) Proficiency Bonus +2 Saving Throws STR +9, DEX +7, WIS +10
Skills Animal Handling +10, Athletics +9,
Magic Resistance. The soldier has advantage on Perception +14
saving throws against spells and is immune to an Damage Resistances Bludgeoning, Piercing, Slashing
effect that would knock it unconscious. Damage Immunities Force
Condition Immunities Charmed, Grappled,
Small Form. The soldier is immune to being Unconscious
grappled. Senses Darkvision 120 ft., Passive Perception 24
Languages Sylvan, Common, Elvish, one other
Fey Weapon. If used by a creature that is not fey, the language
arcane weapons are returned to its original Challenge 10 (5,900 XP) Proficiency Bonus +4
nonmagical state.

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6
Magic Resistance. The rider has advantage on saving Null Zone(Costs 3 Actions). The Rider brandishes its
throws against spells and is immune to an effect Spirit Lance and casts antimagic field centered on
that would knock it unconscious. itself.
Small Form. The rider is immune to being grappled.
Fey Weapon. If used by a creature that is not fey, the Description
arcane weapons are returned to its original
nonmagical state. Wyvern riders are the peak of the Fey military. Equivalent to
nobility, not even the paladins are in higher standing. Few still
High Ground. While mounted, melee attacks deal an exist, for the breeding of wyverns is difficult and bonding with
additional 12 (3d8) damage. a mount is even more so, but when a pair is matched, their
Aerial Maneuverability. While mounted, the rider has strength is beyond what most can compete against.
half cover and melee weapon attacks against it have Individually strong and skilled but together unbeatable, the
disadvantage. Wyvern rider and its mount are inseparable. Only blessing
Reflect. When the rider is hit by a weapon or spell the fewest amongst those that dwell in the feywild, being a
attack, it can use its reaction to make a DC 15 wyvern rider is an honor unlike any others. It is the
Strength saving throw for weapon attacks or DC 17 unattainable goal of all who seek to become the best. It is
Wisdom saving throw for spells. On a successful said that less than a hundred wyvern riders still live in the
save, the rider takes half damage and returns half of Feywild, and their location is a closely guarded secret. Only in
the damage taken back to the attacker as force the greatest times of need will they appear and often single
damage. handedly turn the tides of whatever conflict they appear in.
Mounted. When mounted, the Rider can use its
mount's movement instead of its own.
Protector. When the Rider's mount is targeted by an Fey Wyvern Mount
attack or spell, the rider can use its reaction to Medium dragon, any alignment
force the attack to target it instead of the mount.
Armor Class 20 (Fey Armor)
Actions Hit Points 160 (20d8 + 80)
Multiattack. The Rider can make three attacks; two Speed 20 ft., fly 80 ft.
with its Lance and one with its darken missile, three
with its darken missile or three with its longsword.
STR DEX CON INT WIS CHA
Spirit Lance. Melee Weapon Attack: +9 to hit, reach 20 (+5) 19 (+4) 18 (+4) 12 (+1) 16 (+3) 10 (+0)
15 ft., one target. Hit: 21 (2d12 + 5) force damage
and the target must make a DC 17 Strength saving
Saving Throws STR +9, DEX +8, CON +8, WIS +7
throw or take an additional 9 (3d6) bludgeoning
Skills Perception +11
damage and be knocked prone.
Damage Resistances Bludgeoning, Force, Piercing,
Arcane Longsword. Melee Weapon Attack: +9 to hit, Slashing
reach 5 ft., one target. Hit: 11 (1d8 + 5) force Condition Immunities Unconscious
damage. Senses Darkvision 300 ft., Passive Perception 21
Darken Missile. Ranged Weapon Attack: +10 to hit, Languages Sylvan, Common, Elvish, one other
range 120 ft., one target. Hit: 11 (1d10 + 6) force language
damage. Challenge 10 (5,900 XP) Proficiency Bonus +4

Legendary Actions Magic Resistance. The wyvern has advantage on


saving throws against spells and is immune to an
The rider can take 3 legendary actions, choosing effect that would knock it unconscious.
from the options below. Only one legendary action
option can be used at a time and only at the end of Fly by. Leaving a creature's melee range while flying
another creature's turn. The rider regains spent does not trigger an attack of opportunity.
legendary actions at the start of its turn.
Avenge. When the wyvern's rider is targeted by a
Impact. The rider targets a creature within melee melee weapon or spell attack, the wyvern can make
range. The target must make a DC 15 Constitution a claw attack in return.
saving throw or be stunned until the end of the Defend. When the wyvern's rider is hit by an attack,
rider's next turn. the wyvern can choose to take the damage instead.
Siphon (Costs 2 Actions). The rider makes a melee
attack with its lance. On hit, it regains hit points Actions
equal to the damage dealt. Multiattack. The wyvern makes three attacks: two
with its bite and one with its stinger. While flying, it
can use its claws in place of one other attack.

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Amulet of Butterflies
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., Wondrous item, rare, (requires attunement)
one creature. Hit: 13 (2d8 + 5) piercing damage.
This rainbow colored, butterfly shaped necklace constantly
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., changes colors when exposed to light. While attuned to this
one target. Hit: 17 (3d8 + 5) slashing damage and item, you can use the amulet to cast dancing lights at will,
the target must make a DC 16 Strength saving where the light takes the shape of illusory butterflies. In
throw. On a failed save, the target is pinned, addition, this item contains three charges. As an action, you
knocked prone and restrained. At the start of each can expend one charge to cast feather fall or two charges to
subsequent turn, the pinned target takes 12 (4d6) cast faerie fire. The item regains spent charges after a long
piercing damage. The effect ends if the wyvern
moves or the pinned creature uses its action to
rest.
make a contested Strength (Athletics) or Dexterity
(Acrobatics) check. Basilisk's Glare
Stinger. Melee Weapon Attack: +9 to hit, reach 15 wondrous item (goggles), legendary, (requires attunement)
ft., one creature. Hit: 15 (2d10 + 5) piercing
damage. The target must make a DC 16 This eyewear completely covers your eyes with a green-tinted
Constitution saving throw, taking 15 (5d6) poison glass. While attuned to this item, you are immune to being
damage on a failed save, or half as much damage on petrified. In addition, this item contains five charges, resetting
a successful one. on a long rest. You can use charges to do the following
Gust (Recharge 4-6). The wyvern beats its wings
effects.
rapidly in a 15 ft. cone. Every creature in that area Horrendous Appearance. As an action, you can expend one
must make a DC 17 Strength saving throw, taking charge to amplify the naturally hideous nature of the basilisk.
30 (6d10) bludgeoning damage on a failed save or All creatures within 30 ft. of you must succeed a DC 16
half as much on a successful one. On a failed save,
the creature is pushed back 5 ft. , is knocked prone
Wisdom saving throw or become frightened of you until the
and stunned. A stunned creature can make a new
end of your next turn.
save at the end of its turn, ending the effects on a Horrifying Visage. As an action, you expend five charges to
success. target a creature that can see you within 30 ft. That creature
Screech (Recharge 5-6). The wyvern emits a horrible must succeed a DC 11 Constitution saving throw or become
screech audible for 600 ft. Enemies in 60 ft. radius petrified. A petrified creature can only be freed by a greater
must make a DC 17 Constitution saving throw and restoration or similar spell.
a DC 15 Wisdom saving throw. On a failed
Constitution save, the creature takes 32 (8d8)
psychic damage or half as much on a successful
Bola
one. On a failed Wisdom save, the creature is Weapon, common
frightened and deafened until the end of the
wyvern's next turn. This weapon deals 1d4 bludgeoning damage on hit.
Tangle. On hit, the target must make a DC 10 Dexterity
saving throw or be knocked prone.
Description
Bred from birth to be bonded with a single rider, Fey Mount Candle of Truth
Wyverns are fiercely loyal to their bonded partner and will
often sacrifice themselves to save their rider. Not as wondrous item, very rare
intelligent as their full draconic kin, Fey Mount Wyverns are This candle can burn for a total of 1 hour before dying out,
not fools. Intelligent and cunning in their own way, they do casting bright light in a 20 ft. radius. All creatures inside this
anything to protect their rider and follow the intent and radius are compelled to tell the truth as if standing in the
orders of their rider. Able to telepathically communicate with zone of truth spell. All creatures in the radius automatically
their rider, they seek to ensure their task is completed and fail the saving throw.
the rider returns home safely. This can result in reckless or
brutal behavior, but a wyvern will never disobey the orders of Crystal Friendship
its rider.
wondrous item (bracelet), artifact
Artifacts of the Feywild This warm light blue crystal bracelet glints with the sunset
Whether a boon from a fey, taken from the corpse of a slain colors of the Feywild sky and evokes whispers of emotional
foe, purchased in a legitimate interaction or found memory when looked at. It has a small charm of silver with a
somewhere in the Feywild, these are some items that may be sigil depicting a large tree with branches outstretched, circled
found that are unique to the Feywild and those that dwell by silver fire. This bracelet can be used as a spellcasting
there. focus and while you hold it, you gain a +1 bonus to spell
attack rolls.

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8
Friend Bond. As an action, you can speak the name of Fey Communicator
someone, break the sigil while you focus on a single creature
and make a DC 15 check with your spellcasting modifier. wonderous item, unknown rarity
After 1 minute on a success, you create a portal that will lead Fey communicators are magical devices that can
you to their location. You and up to five willing creatures you communicate with another paired device. While you touch
choose can cross this portal which stays open for 10 minutes one stone, you can use an action to cast the sending spell
after which it is permanently closed. If the person is close to from it. The target is the bearer of the other device. If no
you, the effect automatically succeeds. The charm reappears creature bears the other stone, you know that fact as soon as
after a long rest. you use the stone and don't cast the spell. If one is destroyed,
a new pair can be matched by attuning to both devices during
Crystal Rope Dart a long rest.
Weapon (rope dart), rare, (requires attunement)
Fey Talisman
This magic rope dart’s blade is fashioned from a horn or
spine from a crystal dragon. This weapon has a reach of 10 wonderous item (amulet),rare
feet. When you hit with an attack roll using this rope dart, the This is a small bracelet, with a sigil depicting a large tree
target takes 1d6 piercing damage plus an extra 1d8 radiant with outstretched branches circled by silver fire. This
damage. bracelet contains three charges. While wearing it, you can
The rope dart has 3 charges and regains 1d3 expended expend a charge to cast forceful smite as a bonus action
charges daily at dawn. When you hit a creature with an attack (spell save DC 15). Once all charges are used, the sigil breaks,
roll using the rope dart, you can expend 1 charge to regain a removing the magic and turning it into an ordinary bracelet
number of hit points equal to the extra radiant damage the worth 5 silver pieces.
rope dart dealt.
Forceful Smite
While you’re holding the rope dart, you can use a bonus 1st-level evocation
action to cause it to shed bright light in a 30-foot radius and Casting Time: 1 bonus action
dim light for an additional 30 feet, to cause it to shed dim Range/Area: Self
light in a 10-foot radius, or to douse the light. Components: V
Poise and Speed. After striking a target, you can use your Duration: 1 minute (Concentration)
bonus action to pull the rope dart back to you, making The next time you hit a creature with a melee weapon attack
another attack against the same or a different target within during the spell’s duration, your weapon flares with forceful
range. energy, dealing an extra 1d6 force damage to the target. The
target must make a Wisdom saving throw. On a failed save, it
Diversion Pebbles has disadvantage on their next attack roll or saving throw.
wonderous item, uncommon At Higher Levels. When you cast this spell using a spell slot
Any creature who can hear the noise of the pebbles but not of 2nd level or higher, the initial extra damage dealt by the
see the creature who threw it must make a DC 14 Wisdom attack increases by 1d6 for each slot.
saving throw or be compelled to follow the sound and hunt Flower Blade
for the source. The effect ends when the pebble has been
found, which requires a DC 12 Intelligence (Investigation) Weapon (rapier), very rare, (requires attunement)
check, after 1 hour, or if the search would result in bodily
harm. These are usually found in groups of 1d6+1 You have a +1 bonus to attack and damage rolls made with
this magic weapon. This sword is wreathed in undying
Dream Journal flowers with bright red petals. You can treat difficult terrain
as regular terrain other than in water.
wonderous item (journal), uncommon
Blossom. Once a day, as an action, you can touch the tip of
This blue leather journal is designed with white clouds on the blade to the earth, casting entangle.
one side and dark thunder clouds on the other. You can spend
ten minutes writing down a description of a dream on a page Linothorax
of the journal then rip out the page. This sheet of dream
paper will retain its magical properties for up to 48 hours Armor (leather), rare
from separation. Place the paper underneath a sleeping This armor is extremely lightweight and sturdy. The
creature. After an hour, the creature will have an breastplate and shoulder protectors of this armor are made
approximation of the dream that was written on the paper of leather that has been stiffened by being boiled in oil and
and will think it is their own unless the paper is discovered. the rest of the armor is made of softer and more flexible
Once the dream has been had, the writing on the paper materials. While wearing this armor, you gain a +1 bonus to
disappears. The paper turns to vapor an hour after the dream AC and you can don and doff this armor as a bonus action.
has been completed and the creature wakes up. The journal
contains twenty-four pages. Once the last page has been used, Lightweight. Due to the lightness, you have +1 to Dexterity
the leather turns to vapor and disappears. based attacks.
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Mistwalker Boots Upon waking, the following effects occur.
Wondrous item, rare (requires attunement) Budding potential. If you have no known spells, you gain two
first level spell slots, and can learn any two spells, along with
These boots are green and gold and emit a light trail of mist any one cantrip.
from inside.
Enhanced abilities. If you have known spells, you gain the
Mistwalker. These boots contain 3 charges. You can expend following features: once per rest, as an action, you can
a charge to cast misty step. Spent charges reset on a long recover 1 spent spell slot of up to a 6th level, similar to a pearl
rest. of power. In addition, once per long rest, you may cast a spell
of up to the 3rd level without expending a spell slot.
Refined Obrunkai Crystal
Overwhelming Power. If you consume more than one seed,
Wondrous item (crystal), artifact you must succeed a DC 25 Constitution saving throw, taking
Iridescent and almost translucent, shining with arcane power, 20d10 force damage on a failed save and are unable to cast
Obrunkai crystals shimmer and change colors in the different any spells aside from cantrips. This effect can only be
lights. In darkness, it glows a dim light in a 5 ft. radius. When removed by a Wish spell.
reacting to a detect magic, there is no known school of magic
though is indeed considered magical. When magic is cast Shield of Glass
within 60 ft. of this crystal, its glow increases to 120 ft. Armor (shield), rare
Arcane Charge. If the crystal is not currently being held, it This magical shield of glass is fragile but sturdy. As a
absorbs part of the arcane power, storing it for later. The reaction, you can use this shield to block all damage from a
crystal can store up to ten levels worth of spells. When the single spell, attack, or damaging effect, including from area of
crystal is filled, the glow extends to 500 ft., and a palpable effect damage. After taking the damage, the shield shatters.
aura surrounds it. If an additional spell is added to the crystal
deliberately, all of the spells trigger at once. Uncut Obrunkai Crystal
If this crystal has arcane charges, a creature can cast any Wondrous item (crystal), artifact
spell contained in the crystal. When a creature with arcane
capabilities touches a charged crystal, they automatically Iridescent, though a little more purple and white and almost
know what stores and at what level it is being stored. As an translucent with a small gleam of arcane power, uncot
action, the arcane creature can use the stone to cast the Obrunkai crystals dully shine. In darkness, it glows a dim
stored spell, using their own spell DC and modifiers even if it light in a 5 ft. radius. When reacting to a detect magic, there
is not on their known spell list. If a non-arcane creature is no known school of magic. When magic is cast within 15 ft.
touches the stone, they can sense the arcane potential, but do of this crystal, its glow increases to 10 ft. Uncut Obrunkai
not know what spells are contained. That creature can crystals can occasionally be found in the wilderness, deep
attempt to cast a spell as determined by the DM and roll on within mountains in the Feywild, though are extremely rare
the wild magic table. If that creature knows what is stored, and jealously guarded by the fey folk.
they can make a DC 14 Intelligence (Arcana) check to cast Arcane Charge. If the crystal is not currently being held, it
the appropriate spell and roll on the wild magic table. absorbs part of the arcane power, storing it for later. The
Arcane Component. This crystal can be used instead of any crystal can store up to five levels worth of spells for 24 hours.
spellcasting component necessary to cast a single spell. When the crystal is filled, the glow extends to 100 ft., and a
When used to cast a spell, the crystal is consumed, but the vague aura surrounds it. If an additional spell is added to the
spell is supercharged, doubling the effect of whatever the crystal, the magic begins to ooze out, losing the first spell cast
spell deals damage. If the spell effect does not deal damage near it.
and is a charm spell, the DC is increased by the level of the If this crystal has arcane charges, a creature can cast any
spell cast doubled. If the spell is a buff spell, the bonus is spell contained in the crystal. When a creature with arcane
doubled, to include the number of die. For example, a bless capabilities touches a charged crystal, they can make a DC 15
spell cast with the crystal gives a benefit of 2d4 instead of Intelligence (Arcana) check to know what stores and at what
1d4. In addition, the number of creatures able to be targeted, level it is being stored. As an action, the arcane creature can
if the spell allows more than one target, is doubled. use the stone to cast the stored spell, using their own spell
Arcane Crafting. This crystal can be used in the crafting of DC and modifiers.
magical items, and can be used to infuse, bolster, or augment Refinement. Refining an uncut obrunkai crystal requires
enchantments or existing magical items. special talents and skills and is a challenge. A creature with
proficiency with jeweler's kits and Arcana can make a DC 20
Seeds of Avilar Intelligence check to attempt to refine it. On success, the
Wondrous item (consumable), artifact crystal gains the properties of a refined obrunkai crystal.
This seed glows a soft, orange hue, and is warm to the touch,
about the size of an acorn. As an action, you can consume
this seed and immediately fall unconscious for 8 hours.

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Zephyr
Wondrous item (broach), very rare
While attuned to this brooch, which is three strands of cloth
cast in silver, waving as if in an eternal breeze, you feel a
perpetual wind gently pushing against you. You are able to
survive in excessively hot climates with little discomfort. In
addition, you are able to tap into this breeze, channeling the
power of the wind inside of you.
This brooch has three charges. While attuned to it, you can
use an action to expend a charge to cast one of the following
spells: haste or zephyr strike.
The brooch regains spent charges after a long rest.

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