0% found this document useful (0 votes)
25 views6 pages

Fey'ri

Uploaded by

El buho gruñon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views6 pages

Fey'ri

Uploaded by

El buho gruñon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Fey'ri

P
ure and ancient is the once-venerated line of the Social Encounters
daemonfey, the strength of their blood and its
magic reinforced since time immemorial with To celebrate the passage of The Wild Hunt in its cosmic
infusions of the raw and primal chaos of the circuit, a fey'ri clan is holding a competition to see who
Abyss. Though once masters of the most can collect the most ears in a single day; this year's twist is
glorious of the elden kingdoms, the ancient that the ears' owners must survive and relinquish them
fey'ri fell to the treachery of their elven kin, and freely, though how stringently the judges will construe the
now their descendants are forced to scrape and scrounge as "freely" part is a matter of some debate.
they build their numbers and prepare their vengeance. A fey'ri clan believes that they have captured a marilith in
a magic circle and have been trying to entice it to choose a
Fey'ri Lore partner from among them. Thus far, they have had little
luck, as the marilith insists on the completion of one
Arcana DC 10: The elves of the abyss exhibit a peculiar form impossible task after another before it can possibly
of sorcerous blood magic, one which the most adept of them decide. Due to a faulty runic inscription, the marilith can
meld with traditional forms of bladesinging. leave the circle at any time, and is simply intrigued at the
History DC 15: Often seen fighting alongside yeth hounds efforts the fey'ri will go to in order to win its affections.
and wielding weapons and magics designed to maim and As part of their efforts to strengthen their bloodline, a
terrify rather than kill, the vicious fey'ri seem to take great fey'ri clan traditionally votes for one among their number
pleasure in hunting frightened prey. to be killed whenever a new child is born to them, leading
Nature DC 15: Fey'ri are tanar'ric elves, deliberately created to a mad scramble for popularity and status that outside
in an attempt by a sect of high elves to strengthen their bystanders are often dragged into.
bloodline, that present with a wide array of fiendish traits, A fey'ri sleuth living secretly in an elven city has
including cloven hooves, wings, horns, and additional limbs. uncovered evidence of an infernal pact struck by the head
Religion DC 20: The oldest of the fey'ri are known as of one of the chief noble houses, by which they have
daemonfey, leading some to speculate some connection with gained enormous power, both political and magical. She
the daemons of the Grey Waste. Such connections are poorly cannot unveil this herself, however, for fear that her own
evidenced, however, and most scholars agree the name's fiendish nature will be discovered.
spelling is an aesthetic choice with no underlying meaning.
Fey'ri Reveler Tactics
Fey'ri revelers generally attack at a distance with their
Fey'ri Reveler Contaminated Volley while more powerful allies close to
Medium fiend (demon)/humanoid, chaotic evil melee, backing up and scattering if enemies draw close. If
locked in to melee, they will fight with their Thorned
Armor Class 15 (Enameled Armor) Daggers, but if engaged with a powerful foe they are not likely
Hit Points 22 (3d8 + 9) to defeat other revelers will often execute the trapped one
Speed 30 ft. with their Ecstatic Cull, or on any other ally that seems likely
to die before its next turn.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 16 (+3) 12 (+1) 11 (+0) 17 (+3)
Fey'ri Marauder Tactics
Fey'ri marauders swoop overhead, beginning combat with
Senses Darkvision 60 ft., Passive Perception 10 their Rain of Fire, then trying to catch a foe with their Wicked
Languages Abyssal, Common, Elvish Warhook, drag it into the air with them, then kick it
Challenge M7 (580 XP) repeatedly while flying upward until it is knocked
unconscious, at which point they drop it in view of its allies
Dread Revels. The fey'ri has advantage on attack before repeating the sequence.
rolls against creatures that are Frightened.
Demonblooded. The fey'ri has advantage on saving
Fey'ri Skin Dancer Tactics
throws against effects that deal Cold, Fire, or Fey'ri skin dancers begin combat with their Skin Dance, then
Lightning damage. try to fill the creature they're imitating with as many spikes as
Minion. If the creature takes damage from an attack
possible. They generally use their Disfigure only if they have
or as the result of a failed saving throw, its hit
advantage on the attack, and will often use it on an
points are reduced to 0. If the creature takes unconscious creature, as it can deal three failed death saves
damage from another effect, it dies if the damage with a single attack if the target fails its saving throw.
equals or exceeds its hit point maximum, otherwise If they notice a creature is able to reliably target them, they
it takes no damage. will use their Skin Dance again, targeting that creature.
Actions
Thorned Dagger. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 5 piercing damage.
Contaminated Volley (Group Attack). Ranged
Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 6 piercing plus 2 poison damage.
If three or more fey'ri contributed to this attack, the
target must succeed on a DC 14 Constitution
saving throw or contract Walking Sepsis.
Ecstatic Cull. The fey'ri makes a Thorned Dagger
attack against a friendly creature with fewer than 25
hit points.
On a hit, the target dies and each creature of the
fey'ri's choice within 30 feet that can see it must
succeed on a DC 14 Wisdom saving throw or be
Frightened until the end of the fey'ri's next turn.

Walking Sepsis. An infected creature cannot benefit


from resistance or immunity to poison damage or
the Poisoned condition.
Whenever the infected creature takes poison
damage, it must succeed on a DC 14 Constitution
saving throw or be Poisoned until the end of its
next turn.
Fey'ri Marauder Fey'ri Skin Dancer
Medium fiend (demon)/humanoid, chaotic evil Medium fiend (demon)/humanoid, chaotic evil

Armor Class 14 (Enameled Armor) Armor Class 17 (Demonflesh Graft)


Hit Points 67 (9d8 + 27) Hit Points 127 (15d8 + 60)
Speed 30 ft., fly 40 ft. Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 17 (+3) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 19 (+4) 18 (+4) 15 (+2) 14 (+2) 18 (+4)

Skills Arcana +4, Intimidation +5, Perception +4 Saving Throws DEX +7, CON +7
Senses Darkvision 60 ft., Passive Perception 14 Skills Deception +7, Insight +5, Intimidation +7,
Languages Abyssal, Common, Elvish Perception +5
Challenge 3 (700 XP) Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Elvish
Dread Revels. The fey'ri has advantage on attack Challenge 5 (1,800 XP)
rolls against creatures that are Frightened.
Dread Revels. The fey'ri has advantage on attack
Demonblooded. The fey'ri has advantage on saving rolls against creatures that are Frightened.
throws against effects that deal Cold, Fire, or
Lightning damage. Demonblooded. The fey'ri has advantage on saving
throws against effects that deal Cold, Fire, or
Actions Lightning damage.
Multiattack. The fey'ri makes two attacks. Actions
Bladehoof Kick. Melee Weapon Attack: +5 to hit, Multiattack. The fey'ri makes two attacks with its
reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing Fleshbond Spike, one of which it may replace with a
damage. use of its Skin Dance, if available.
This attack scores a critical on an 18-20 against a Fleshbond Spike. Melee Weapon Attack: +7 to hit,
prone creature, or one the fey'ri's Wicked Warhook reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
is attached to. damage and the spike embeds in the creature and
Wicked Warhook. Ranged Weapon Attack: +5 to hit, bonds to its flesh.
reach 15 ft., one target. Hit: 10 (2d6 + 3) piercing Whenever the creature takes an action or bonus
damage and the hook attaches to the target action, it takes 1 piercing damage for each spike
(remove DC 14). embedded in it. A creature may remove one of
While the hook is attached to a creature, the fey'ri these spines as an action, taking 5 slashing damage
cannot make attacks with this weapon, may spend for each spike removed.
10 feet of its movement drag the creature up to 5 Disfigure (2nd Level Spell). Melee Spell Attack: +7 to
feet toward it, and may detach the hook as a Bonus hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic
Action. damage and the creature must make a DC 15
The attached creature cannot move away from the Constitution saving throw.
fey'ri, and takes 2 piercing damage for every 5 feet On a failed save, the creature takes 9 (2d8) slashing
it is dragged in this way. damage as a handprint of skin peels off of it,
Rain of Fire (Recharge 5-6, 2nd Level Spell). Three suffering disadvantage on Charisma (Persuasion)
bolts of fire flare from the sky, each exploding in a checks until cured by Lesser Restoration or similar
5 foot radius centered on a point within 90 feet magic.
that the fey'ri can see. Skin Dance (Recharge 5-6, 4th Level Spell). The fey'ri
Each flammable object in the area ignites, and each assumes the appearance of a humanoid creature it
creature not beneath cover in the area of one or can see within 60 feet, then teleports to an
more of the explosions must succeed on a DC 13 unoccupied space within 5 feet of it.
Dexterity saving throw or take 10 (3d6) fire While the fey'ri is within 5 feet of the creature it is
damage. mimicking, a creature with a Passive Insight of 14
or lower that attempts to target one of them with
Reactions an attack or spell instead selects one of them at
Jink. As a reaction when the fey'ri is hit with a random as the target.
ranged attack while at least 10 feet in the air, the
fey'ri halves the attack's damage.
Fey'Ri Bloodwright Tactics
Fey'ri Bloodwright Bloodwrights begin combat with their Sanguine Cyclone if
they can hit at least three opponents with it, and is fine hitting
Medium fiend (demon)/humanoid, chaotic evil
allied creatures as long as it catches more foes in it. Once
Armor Class 16 (Mage Armor) active, they generally make their first two attacks with their
Hit Points 153 (18d8 + 72) Demonic Lash, replacing the third with their Bloodflame
Speed 30 ft., fly 40 ft. spear only if the first two either both hit, or both miss. They
try to position themselves so as to push targets into the area
of their Sanguine Cyclone, then backing up to avoid being
STR DEX CON INT WIS CHA caught in it themselves.
15 (+2) 16 (+3) 19 (+4) 16 (+3) 14 (+2) 21 (+5)
Daemonfey Progenitor Tactics
Skills Arcana +6, Deception +8, Perception +5 Daemonfey progenitors begin combat with their Conjure
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Elvish
Hunt, and use their Gore Inversion at the earliest opportunity
Challenge 6 (2,300 XP)
against an enemy, or on a fallen ally if they are otherwise
having difficulty frightening their foes.
Dread Revels. The fey'ri has advantage on attack
They generally use their Flickering Advance whenever
rolls against creatures that are Frightened.
available, moving much more aggressively and freely
provoking attacks of opportunity when it is active. They
Demonblooded. The fey'ri has advantage on saving attack with their cinquedas fanned out only if they have a
throws against effects that deal Cold, Fire, or source of advantage, otherwise only opening them with their
Lightning damage. Blade Blossom reaction and closing them at the earliest
opportunity.
Actions They use their Song of Defense only against a spell or
Multiattack. The fey'ri makes three attacks with its effect dealing at least 25 damage.
Demonic Lash, one of which it may replace with a
use of its Bloodflame Spear, if available. Encounter Groups
Demonic Lash (2nd Level Spell). Melee Spell Attack: CR 16 Encounter 6,000 XP
+8 to hit, reach 15 ft., one target. Hit: 5 (2d4)
slashing plus 7 (2d6) fire damage.
1 Fey'ri Bloodwright (CR 6)
2 Bloodrot Ooze (CR 3)
A target hit by two or more of these attacks in a 5 Sun Elf Outriders (CR M6)
turn must succeed on a DC 16 Wisdom saving
throw or be Frightened until the end of the fey'ri's CR 17 Encounter 7,900 XP
next turn.
2 Fey'ri Marauders (CR 3)
Bloodflame Spear (3rd Level Spell, Recharge 5-6, 1 Skin Kite (CR 3)
Spell). The fey'ri dashes up to 15 feet in a straight 10 Fey'ri Revelers (CR M7)
line, then a line of solid fire extends from its palm
in a 15 foot line that is 5 feet wide.
Each creature in the line must succeed on a DC 16
Strength saving throw or take 10 (3d6) fire plus 10
(3d6) piercing damage and be pushed 15 feet
away, or take half as much damage on a successs.
If the fey'ri has fewer than half its hit points, each
affected creature subtracts 1d4 from the result of
its saving throw.
Sanguine Cyclone (1/Day, 5th Level Spell). The fey'ri
conjures forth a raging whirlwind of blood in a 15
foot radius centered on a point it can see within
150 feet that lasts for a minute.
The area is difficult terrain, and a creature that
starts its turn in the area must succeed on a DC 16
Constitution saving throw or lose one unexpended
hit die, or drop to 0 hit points if it cannot.
Whenever a creature loses a hit die in this way, the
whirlwind's radius grows by 5 feet, then each
creature in its area takes 3 (1d6) slashing damage.
Daemonfey Progenitor Gore Inversion (1/Day, 6th Level Spell). One
unconscious creature the daemonfey can see within 60
Medium fiend (demon)/humanoid, chaotic evil
feet must succeed on a DC 17 Constitution saving
Armor Class 19 (Mage Armor, Bladesong) throw or die and be turned inside out in a spray of
Hit Points 231 (22d8 + 132) gore.
Speed 40 ft., fly 50 ft. Each creature of the daemonfey's choice within 60 feet
that can see the target is Frightened until the end of
the Daemonfey's next turn.
STR DEX CON INT WIS CHA
Conjure Hunt (1/Day, 7th Level Spell, Concentration). The
18 (+4) 19 (+4) 22 (+6) 14 (+2) 14 (+2) 20 (+5) daemonfey conjures two Yeth Hounds that last for a
minute in unoccupied spaces it can see within 60 feet.
Saving Throws CON +9, INT +7, WIS +7 The yeth hounds act on its initiative and under its
Skills Acrobatics +9, Perception +7, Stealth +9 control.
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Elvish If the daemonfey's concentration ends, the yeth
Challenge 16 (15,000 XP) hounds dissolve into smoke.

Backstabber. Attacks of opportunity made by the


Bonus Actions
daemonfey score a critical on an 18-20. Fan Blades. The daemonfey fans two additional blades
out from one of its Swordbreaker Cinquedas.
Dread Revels. The daemonfey has advantage on attack
rolls against creatures that are Frightened. Until it furls the blades as a bonus action, the
daemonfey adds 1 to its AC and has disadvantage with
Demonblooded. The fey'ri has advantage on saving
attacks made with that weapon.
throws against effects that deal Cold, Fire, or Lightning
damage. Flickering Advance (Recharge 5-6, 3rd Level Spell). The
daemonfey begins to move with magically empowered
Actions speed until the beginning of its next turn, or until it is
hit with an attack.
Multiattack. The daemonfey makes four attacks; two
with each of its Swordbreaker Cinquedas. The daemonfey's speed is doubled, attacks against it
are made at disadvantage, and whenever it is missed
Swordbreaker Cinquedas. Melee Spell Attack: +8 to hit, with an attack it may teleport up to 10 feet to an
reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing unoccupied space it can see.
damage.
If the weapon's blades are fanned out, instead of Reactions
dealing damage the daemonfey may force the target to Blade Blossom. As a reaction when the daemonfey
succeed on a DC 16 Strength saving throw or have one scores a critical hit with one of its Swordbreaker
object it is carrying flung 15 feet away. Cinquedas, it uses its Fan Blades bonus action, dealing
18 (4d8) additional slashing damage to the target.
Song of Defense (1/Day). As a reaction to taking
damage, the daemonfey reduces that damage by 25.
Art Credits You Found the Free Books!
Eyeblight Cullers by Randy Vargas
Gilt-Leaf Winnower by Viktor Titov
Briarblade Adept by Uriah Voth
Farthest Reach cover by Adam Rex
Bisk, Goblin King by Rae Elderidge

The Part Where I Shill My Patreon


I've Got a Subreddit! Want to support the creation of content like this? I post new
Want more monsters like this? Come check monsters with lore and tactics to my patreon five times a
out r/bettermonsters, where I post all my week, joining the more than 1300 already there, indexed in a
work. Don't see something there? Drop a big PDF along with formats for Foundry and
request and I'll usually get it to you 5eTools.
within a day if I've got something on
hand, and I'll shoot you a
message when it's
ready if not.

You might also like