Table Of Contents Monsters 56 . . . Rylkar 4 . . . Banshrae 56 . . . Rylkar Harridan 5 . . . Beastwraith 57 . . . Rylkar Madclaw 5 . . . Deerwraith 58 . . . Rylkar Tormentor 6 . . . Ratwraith 58 . . . Rylkspawn Swarm 7 . . . Wolfwraith 60 . . . Satyrs 8 . . . Bhaergala 60 . . . Bargda 9 . . . Bile Wrapped in Beauty 61 . . . Gabharchinn 10 . . . Blight 62 . . . Marsyan 10 . . . Melon Blight 64 . . . Sidhe 10 . . . Pumpkin Blight 64 . . . Dullahan 11 . . . Corrupture 66 . . . Nemanon 12 . . . Dearg-due 68 . . . 14 . . . 70 . . . Splinterwaif 14 . . . Briarwitch 71 . . . Uncle Skeleton 16 . . . Deadwood Revenant 73 . . . Unicorns 17 . . . Gulthias Dryad 73 . . . Black Unicorn 18 . . . Rhyzalich Dryad 75 . . . Bloodlance 20 . . . 77 . . . Shadow Unicorn 20 . . . Aorial 79 . . . Water Horses 21 . . . Bevhensie 79 . . . Mourioche 22 . . . Boowray 80 . . . 23 . . . Terropo 81. . . Tangie 24 . . . Fenhound 82 . . . Wrath of Nature 25 . . . Feral Yowler 82 . . . Calvary Creekrotter 26 . . . Filth Son 83 . . . Cinderswarm 27 . . . Gruesome Lurker 84 . . . The Fey in Ravnica 28 . . . Hags 28 . . . Elder Hags 29 . . . Termagant Hags 30 . . . Grandmother Griselda 32 . . . Jacks 32 . . . Jack-in-Irons This supplement is the third in a series of supplements 33 . . . Jack Around dedicated to expanding on the bestiary of fey creatures 34 . . . Jacky Longlegs available to Dungeon Masters. For its companion pieces, 36 . . . Jolly Jack check out Fey Compendium I: Spirits of the Feywild, Fey 37 . . . Springheel Jack Compendium II: Hags, and Fey Compendium IV: Winter Fey 38 . . . Spryjack 39 . . . Joystealer 40 . . . Mishocair Ghosts 40 . . . Bocanach 41 . . . Cariad Ysbryd 42 . . . Fear Gorta 43 . . . Lhiannan Shee 44 . . . Saugh 45 . . . Moonrat DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 46 . . . Moonrat Alpha Forgotten Realms, Ravenloft, Eberron, the dragon 46 . . . Moonrat Baron ampersand, Ravnica and all other Wizards of the Coast 47 . . . Pooka product names, and their respective logos are trademarks of 48 . . . Ragewalker Wizards of the Coast in the USA and other countries. 50 . . . Rotvine Defiler This work contains material that is copyright Wizards of 51 . . . the Coast and/or other author s. Such material is used with 51 . . . Drowned Rusalka permission under the Community Content Agreement for 52 . . . Martyred Rusalka Dungeon Masters Guild. 53 . . . Plagued Rusalka All other original material in this work is copyright 2020 by 54 . . . Scorched Rusalka Ned Turner and published under the Community Content Sample55 . . . Starved Rusalka Agreement for Dungeon Masters file Guild.

1 Monsters hough it is easy to dismiss fairies as being The Mansion of Beautiful Agony nothing more than twinkly little living The nereid Vuduin lives in a mansion of coral off a under flowers, this is merely a result of the supposedly haunted coast. He is continually searching for modern perception of fairies. In the old stories lovers, seducing them from off of beaches and the decks of that gave birth to what would eventually ships. Those who he kisses become infected with a disease become the fairies, these dangerous creatures that slowly and painfully transforms their bones into Twere often associated with ghosts and devils, beautiful, living coral. Only Vuduin's touch can soothe the and were dangerous to draw the attention of. There's a agony of fingers splitting into delicate fans, of bones swelling reason why an iron horseshoe above your door is considered and shredding flesh, of their ribcages tightening and slicing good luck. There's a reason why you shouldn't walk outside at through their skin. Eventually his lovers beg him to take them night alone. There's a reason why you should always respect with him, at which point they are added to Vuduin's ever the mounds out in the fields. The fey are dangerous, they are growing mansion, their twisted bones becoming the walls, close by, and they are always listening. columns, and décor of his opulent home. To demonstrate that all fey can be made to be frightening, I present to you a selection of horrific fey story starters focused The Perfect Party on the common fey presented within 5th edition's extant The satyr Carnus has a goal: he intends to put together the rules. You will notice that I do not include creatures such as perfect party. It will have the perfect music. It will have the the yeth hound, quicklings, and hags, as it should be obvious perfect menu. But most importantly, it will have the perfect how these fey can be made into horror story elements. guests. As a result, he has been gathering the perfect collection of attractive young men and women to complete The Dear Friend the ensemble. He dresses them in the most attractive attire, The Acorn Fleetfoot has long been the protector of his he arranges them throughout the grove just so, he pairs them woods, working alongside his dear friend Hemeldra with the perfect complementary partners. However, he does Goodearth, the halfling druid. However, as she aged not feed his guests, as food cannot be served until the party Hemeldra's mind degraded, rendering the druid senile. The has begun. Dozens have died already, their decaying corpses grief of watching his friend descend deeper and deeper into attracting flies and scavengers. Carnus does not seem to madness has corrupted Acorn's Heart Sight ability, causing notice, though. He is only concerned with ensuring that him to see all creatures that are not Hemeldra herself as evil. everything is perfect. Now the forest has become a dark and dangerous realm, filled with bloodied traps and poisoned flowers, as Acorn The Undermountains of Madness wages a bloody guerrilla war against his former village. The korred Musdreas has lived in the caves beneath her mountain for centuries. However, the actions of a cabal of The Haunting of Hín House dangerously ambitious wizards opened a portal to the Far The elven noble Pelleas Hín has a problem: he believes that Realm years ago. Though the portal was closed, the taint of his house is haunted by the spirit of his dead wife. He has the Far Realm remains in the world, and it has poisoned good reason to believe this, too, as he was the one who Musdreas's mind. Now her hands have twisted the stones of murdered her, framing his wife's brother for the murder. This her cavern into nauseating organic shapes, and the enabled him to inherit his wife's ancestral home, a marvel of that she summons sing the maddening song from elven architecture built elegantly around and within an beyond the veil. enormous oak tree. However, he keeps seeing a woman out of the corner of his eyes, and he is convinced that his wife's spirit is seeking revenge against him. However, it is not his wife who he has been seeing, but rather the dryad Esiyae. This dryad knows of the guilt of Pelleas and has been using her ability to move effortlessly through the walls of the house to torment the man.

The Lover of Stories The Leaflight loves stories more than anything. She can spend hours listening to stories being told around a campfire. Stories of love, stories of war, stories of heroism, it doesn't matter what sort of story, she listens to them all. However, storytellers don't always venture into her part of the woods, and she cannot bear to see them leave. So she has the beasts that love her capture her favorite storytellers so that she can bury tSamplehem in the roots of a tree, imbuing the tree with their file spirit to transform them into awakened trees so that they can tell her stories forever.

2 Monsters by CR CR Monster CR Monster 1/4 Terropo 6 Banshrae 1/2 Bevhensie 6 Bargda 1 Boowray 6 Black unicorn 1 Deerwraith 6 Deadwood revenant 1 Jack Around 6 Filth son 1 Melon blight 6 Gulthias dryad 1 Moonrat 6 Rylkar tormentor 2 Aorial 6 Shadow unicorn 2 Moonrat alpha 7 Feral yowler 2 Pooka 7 Mourioche 2 Pumpkin blight 8 Briarwitch dryad 2 Splinterwaif 8 Springheel Jack 2 Swarm of ratwraiths 9 Cinderswarm 2 Wolfwraith 9 Corrupture 3 Fear gorta 9 Rylkar harridan 3 Lhiannan shee 10 Calvary creekrotter 3 Rylkar madclaw 10 Rotvine defiler 3 Spryjack 10 Marsyan 4 Bocanach 10 Tangie 4 Cariad ysbryd 11 Rhyzalich dryad 4 Gruesome lurker 12 Grandmother Griselda 4 Jolly Jack 12 Jack-in-Irons 4 Rylkspawn swarm 12 Jacky Longlegs 5 Bhaergala 12 Sluagh 5 Bile wrapped in beauty 12 Uncle skeleton 5 Bloodlance 13 Dullahan 5 Fenhound 13 Rhyzalich dryad (in lair) 5 Gabharchinn 14 Dearg-due 5 Joystealer 14 Nuckelavee 5 Moonrat baron 14 Ragewalker 5 Saugh 15 Nemanon Sample file

3 Banshrae Banshrae are cruel fey with strange, insectoid features and a penchant for music. Though they lack mouths, they are able to play beguiling tunes on the magical flutes that they conjure, flutes which also double as deadly blowdarts. They roam the Feywild in search of victims, luring in the unsuspecting with their lovely music. Cursed for Eternity. It is said that the banshrae once possessed mouths, and that their clever wordplay and deceptions were the envy of all within the Feywild. However, when one impertinent banshrae displeased Queen Titania with an inadequately veiled insult, she cursed the entire race to be without mouths for all time. Traitors. Betrayal and cunning is in the very nature of a banshrae. Though their musical talents are highly sought after by fey lords, they are always kept at arm's reach, as a banshrae cannot help but backstab those to whom it is loyal.

Banshrae Actions Medium fey, chaotic evil Blowdart. Ranged Weapon Attack: +8 to hit, range 25/100 ft., one creature. Hit: 6 piercing damage plus 7 Armor Class. 19 (2d6) poison damage. Hit Points. 67 (9d8 + 27) Speed. 30 ft. Curse (1/Day). The banshrae targets one creature within 30 feet of it currently under the effects of its Flutesong. The target must succeed on a DC 16 STR DEX CON INT WIS CHA Charisma saving throw or be cursed as if with the 12 (+1) 18 (+4) 17 (+3) 14 (+2) 15 (+2) 20 (+5) bestow curse spell. Flutesong. The banshrae begins playing a magical Saving Throws: Dex +7 melody. Every humanoid and giant within 120 feet of Skills. Perception +5, Performance +8, Stealth +7 the banshrae that can hear the song must succeed on a Damage Resistances. cold, fire; bludgeoning, piercing, DC 16 Wisdom saving throw or affected with one of and slashing damage from non-magical weapons the following effects until the song ends: Damage Immunities. lightning Dread Dirge. The creature is frightened for the Senses. darkvision 60 ft., passive Perception 15 duration. Languages. understands Sylvan but cannot speak Gibbering Sing-Along. The creature is forced to Challenge. 6 (2,300 XP) blather along meaninglessly with the song. An affected creature cannot cast spells with verbal Bound to Obey. A banshrae must obey, to the letter, any components and automatically fails Dexterity order given by a sidhe that does not result in obvious (Stealth) checks. harm to the banshrae. Traveler's Tune. The affected creature must move at Locust Dart (1/Day). When the banshrae hits a creature least 20 feet in a straight line on its turn. with its blowdart, it can cause a swarm of locusts to The banshrae must take a bonus action on its burrow out of the target's flesh (use statistics for a subsequent turns to continue playing. It can stop swarm of wasps), dealing 7 (2d6) piercing damage in playing at any time. The song ends if the banshrae is the process. The swarm of locusts appears in the incapacitated. target's space, is loyal to the banshrae, acts on the banshrae's turn, and remains for 1 minute. A creature can repeat the saving throw at the end of Nimble Escape. The banshrae can take the Disengage or each of its turns, ending the effect on a success. If a Hide action as a bonus action on each of its turns. creature's saving throw is successful or the effect ends for it, the creature is immune to the banshrae's UnearthlySample Grace. The AC of the banshrae includes his Flutesong for the next 24 hours.file Charisma bonus.

4 Beastwraith Deerwraith There are many legends of the magnificent white hart, which A beastwraith is born from the countless corpses of beasts hunters yearn to chase and catch. No living hunter, though, slaughtered without purpose and left to rot, typically as a could mistake the deerwraith for this legendary quarry. The result of over hunting or wanton deforestation. Appearing as palpable aura of wrongness that surrounds a deerwraith stark white versions of the beasts that they embody, these causes all who approach it to be consumed by fear, and their agents of nature's rage relentlessly hunt their quarry, seeking teeth are bared is a fierce, bloody snarl. vengeance on those responsible for their plight, filling the hearts of those that hear them with primal fear. Vengeance of Nature. Despite being undead, a beastwraith is a part of the natural world, albeit a wretched Deerwraith and miserable part of it. As such, they will obey the orders of Medium undead, neutral evil other fey, so long as those orders are given to them by a fey with bitterness in their heart. Though beasts fear them, a Armor Class. 13 beastwraith will not not kill an animal. However, animals are Hit Points. 4 (1d8) driven to acts of wild violence near a beastwraith. Speed. 50 ft. Beastwraith Template A beastwraith can be created by applying the following STR DEX CON INT WIS CHA template to any beast. 11 (+0) 16 (+3) 11 (+0) 7 (-2) 14 (+2) 5 (-3) Type. The beastwraith is undead. Unlike other undead, the beastwraith retains any tags it possessed in life. Damage Immunities. necrotic, poison; bludgeoning, Alignment. The beastwraith is neutral evil. piercing, and slashing damage from non-magical Ability Scores. The beastwraith has an Intelligence of 7 weapons that aren't silvered (-3) and a Charisma of 5 (-3) unless it already had higher Condition Immunities. charmed, exhaustion, scores. frightened, grappled, paralyzed, petrified, Damage Immunities. necrotic, poison; bludgeoning, poisoned, prone, restrained piercing, and slashing damage from non-magical weapons Senses. darkvision 120 ft., passive Perception 11 that aren't silvered. Languages. understands Sylvan but cannot speak Condition Immunities. charmed, exhaustion, frightened, Challenge. 1 (200 XP) grappled, paralyzed, petrified, poisoned, prone, restrained Senses. The beastwraith has darkvision out to 120 ft. Aura of Savagery. When a creature that isn't an Languages. The beastwraith understands Sylvan but undead or construct first moves within 30 feet of cannot speak in addition to any other languages it may have the beastwraith or starts its turn there, it must spoken or understood. make a DC 12 Wisdom saving throw or become frightened for 1 minute. Beasts have disadvantage Aura of Savagery. When a creature that isn't an undead or on this saving throw, and while frightened in this construct first moves within 30 feet of the beastwraith or way a beast attacks the creature closest to it. A starts its turn there, it must make a DC 12 Wisdom saving creature can repeat the saving throw at the end of throw or become frightened for 1 minute. Beasts have each of its turns, ending the effect on a success. If disadvantage on this saving throw, and while frightened in a creature's saving throw is successful or the effect this way a beast attacks the creature closest to it. A creature ends for it, the creature is immune to the can repeat the saving throw at the end of each of its turns, beastwraith's Aura of Savagery for the next 24 ending the effect on a success. If a creature's saving throw is hours. successful or the effect ends for it, the creature is immune to the beastwraith's Aura of Savagery for the next 24 hours. Consume Life. As a bonus action, the beastwraith can target one creature it can see within 5 feet of it Consume Life. As a bonus action, the beastwraith can that has 0 hit points and is still alive. The target target one creature it can see within 5 feet of it that has 0 hit must succeed on a DC 12 Constitution saving points and is still alive. The target must succeed on a DC 12 throw against this magic or die. If the target dies, Constitution saving throw against this magic or die. If the the beastwraith regains 10 (3d6) hit points. Any target dies, the beastwraith regains 10 (3d6) hit points. Any beasts killed by this effect gain the beastwraith beasts killed by this effect gain the beastwraith template and template and rise on initiative count 20 of the next rise on initiative count 20 of the next round. round. Incorporeal Movement. The beastwraith can move Incorporeal Movement. The beastwraith can move through other creatures and objects as if they were difficult through other creatures and objects as if they were terrain. It takes 5 (1d10) force damage if it ends its turn difficult terrain. It takes 5 (1d10) force damage if it inside an object ends its turn inside an object Damage Type. Any bludgeoning, piercing, or slashing damage that the base creature deals becomes necrotic Actions damage. SampleBite. Melee Weapon Attack: file+2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) necrotic damage

5 Ratwraith Rats are the bane of civilization. They breed rapidly, they Swarm of Ratwraiths chew through walls, and they befoul food. As such, people pay Medium swarm of Tiny undead (rat), neutral evil good money to rid themselves of these pests. However, sometimes the natural world sides with the rats, and they Armor Class. 10 return to seek their vengeance. Hit Points. 24 (7d8 - 7) Speed. 30 ft

STR DEX CON INT WIS CHA 9 (-1) 11 (+0) 9 (-1) 7 (-2) 10 (+0) 5 (-3)

Damage Resistances. bludgeoning, piercing, and slashing damage from magical weapons Damage Immunities. bludgeoning, piercing, and slashing damage from non-magical weapons that aren't silvered Condition Immunities. charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses. darkvision 120 ft., passive Perception Languages. understands Sylvan but cannot speak Challenge. 2 (450 XP)

Aura of Savagery. When a creature that isn't an undead or construct first moves within 30 feet of the beastwraith or starts its turn there, it must make a DC 12 Wisdom saving throw or become frightened for 1 minute. Beasts have disadvantage on this saving throw, and while frightened in this way a beast attacks the creature closest to it. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beastwraith's Aura of Savagery for the next 24 hours. Consume Life. As a bonus action, the swarm can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 12 Constitution saving throw against this magic or die. If the target dies, the swarm regains 10 (3d6) hit points. Any beasts killed by this effect gain the beastwraith template and rise on initiative count 20 of the next round. Incorporeal Movement. The swarm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm Traits. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. Actions Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., Sampleone target in the swarm's space.file Hit: 7 (2d6) necrotic damage, or 3 (1d6) necrotic damage if the swarm has half of its hit points or fewer.

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