Fey folk of the Märchenweltgrenze

Originally I used peoples and stat blocks from official dnd sources to populate the Märchenweltgrenze. That went straight out the door when I started to publish the setting here due to the srd. However, that has forced me to be more creative with my races. Interestingly enough Chatgtp is quite good at creating stat blocks for dungeons and dragons. So without further ado, I present to you 5 creatures based on the folklore of the British Isles with stat blocks, three new player races, and 2 new higher-level hag variants.

Fairy

Appearance: Fairies are diminutive beings, standing between 6 inches and 28 inches tall. They possess an ethereal beauty reminiscent of elves, with delicate features and slightly pointed ears. Their most distinctive feature is their translucent insect-like wings, which shimmer with iridescent colors. These wings allow them to move with incredible agility.

Innate Magic: Fairies are inherently magical beings. They can cast a few basic cantrips at will, such as minor illusions, gust of wind, or prestidigitation. Additionally, they have the ability to conjure Faerie Fire, creating a radiant glow that outlines creatures in a mystical light, making them easier to spot or target.

Personality: Fairies are capricious and mischievous, much like the fairies in Celtic folklore. They are known for playing pranks on unsuspecting travelers or leaving enchanting illusions in their wake. Despite their playful nature, they are deeply connected to nature and have a sense of guardianship over their enchanted realms. Some fairies are more benevolent and form bonds with specific individuals, offering them protection and guidance.

Habitat: Fairies reside in secluded groves, ancient forests, and other mystical places where the veil between the mortal realm and the Feywild is thin. They are attuned to the natural world and are often found in areas with abundant flora and fauna.

Social Structure: Fairies live in close-knit communities led by wise elders. They have a complex social structure based on respect for nature and the balance of magic. Occasionally, they form alliances with other fey creatures or seek the company of druids and rangers who share their love for the natural world.

Exceptions to the Rule: While many fairies embody mischievous and whimsical traits, there are exceptions. Some individuals are more solemn and serve as protectors of ancient knowledge or act as guides to those who show true reverence for nature. These exceptions often have unique abilities or powers that set them apart from their more playful kin.

Pookas

In the heart of Märchenweltgrenze, a land forever changed by the merging of the Feyrealm and the mortal realm, the resilient descendants of the region’s peasantry now thrive as the anthropomorphic beings known as Pookas. Once ordinary farmers and laborers, they were swept up in the tumultuous wave of wild magic that accompanied the convergence of worlds, forever altering their destinies.

Transformation and Adaptation: When the Feyrealm enveloped their homeland, the common folk found themselves transformed into Pookas – humanoid creatures with the features of rabbits, otters, or cats. Despite the unexpected change, the Pookas adapted to their new forms with remarkable resilience. No longer mere mortals, they became a bridge between the enchanting Feyrealm and the pragmatic mortal realm.

Agrarian Villages: Pookas, now the stewards of Märchenweltgrenze, have established small agrarian villages scattered throughout the region. These communities bear a striking resemblance to the traditional alpine villages of Switzerland and Austria, nestled amidst rolling hills and beneath towering peaks. Pooka villages thrive on agriculture, embracing a sustainable lifestyle that harmonizes with the natural world.

Cultural Resilience: The Pookas’ cultural identity reflects the fusion of Fey and mortal influences. Festivals celebrate the changing seasons and honor both the Fey and ancestral traditions. The resilient spirit of the Pookas is evident in their communal ethos, where mutual support and cooperation are paramount. Each village is led by a council of elders who embody the wisdom passed down through generations.

Mortal Essence: Unlike other denizens of the Feywild, Pookas are inherently mortal. While their origins are steeped in magic, the Pookas age and face mortality like their human ancestors. This unique aspect of their nature has led to a profound appreciation for the fleeting beauty of life and a deep connection to the cycles of the natural world.

Leprechauns

Deep within the heart of enchanted forests, where the veil between the mortal realm and the Feyrealm is thin, reside the mischievous and skilled Leprechauns. These forest-dwelling fey are renowned for their exceptional craftsmanship, their penchant for trickery, and their mastery of illusion magic. Each Leprechaun is a guardian of nature’s secrets and a keeper of hidden wonders.

Lore:

Origins of Craftsmanship: Leprechauns trace their origins to the ancient craftsmanship of the Feyrealm. Gifted with nimble fingers and an innate talent for shaping magical energies, Leprechauns have become the preeminent artisans of the Sylvan realms. Their creations range from intricate jewelry and enchanted trinkets to illusions that weave through the forest like living dreams.

Tricksters of the Sylvan Realm: Leprechauns are known for their playful and mischievous nature. They delight in confounding travelers with their illusions, leading them on whimsical chases through the woods, and leaving behind perplexing riddles. Despite their penchant for tricks, Leprechauns are not malicious; rather, they find joy in the art of mischief and revel in the laughter it brings.

Guardians of Sylvan Wonders: Leprechauns serve as stewards of the enchanted forests they inhabit. They forge bonds with the woodland creatures and protect the delicate balance of nature. Their illusions often conceal hidden groves, magical springs, and ancient, untouched glades, preserving these sylvan wonders for those deemed worthy.

Lifestyle and Dwellings: Leprechauns dwell in cozy burrows adorned with natural materials and sparkling gems. These homes are a reflection of their craftsmanship, blending seamlessly with the forest surroundings. Leprechauns lead communal lives, with each member contributing to the well-being of the community and sharing the secrets of their magical arts.

Verdantfolk

The Verdantfolk, born of the primal magic that weaves through the heart of the world, are a race of humanoid plant beings. Their bodies, crafted from living wood and entwined vines, stand as a testament to the enduring harmony between the Feyrealm and the natural world. These gentle nomads are immortal, drawing sustenance from sunlight and possessing a profound connection to the cycles of nature.

Lore:

Roots in the Earth: The Verdantfolk emerged from the Feyrealm, the realm where magic and nature intertwine. Their bodies, crafted from the essence of living trees and plants, carry the ancient wisdom of the woodlands. Immortal and deliberate, the Verdantfolk wander the mortal realms, embodying the enduring vitality of nature.

Symbiosis with Nature: Verdantfolk are nomadic beings, their wanderlust leading them across landscapes and through diverse ecosystems. Unlike many fey, they retain their magical connection to nature even in the mortal realm, becoming guardians of the wilderness wherever they roam.

Timeless Existence: Freed from the constraints of mortality, the Verdantfolk do not need to eat or sleep. They draw sustenance directly from the sun, basking in its life-giving energy. This gift of eternal life allows them to approach the world with a deliberate and patient demeanor, fostering a deep understanding of the interconnected web of life.

Cycles of Growth and Renewal: Verdantfolk reproduce like plants, through seeds planted in fertile soil. Mothers typically cease their wandering during the early stages of a young Verdantfolk’s life, ensuring their offspring receive the care and guidance needed to flourish. Once the young are capable, the nomadic journey continues.

Nature’s Mages: In tune with the natural forces that flow through them, all Verdantfolk possess a druidic affinity. They can channel their innate magic to cast spells that echo the rhythms of the earth. These abilities manifest in spells such as entangle, speak with plants, and barkskin, allowing the Verdantfolk to commune with and manipulate the living world around them.

Deep Connection to the Feywild: The Verdantfolk, while traversing the mortal realm, maintain a strong connection to the Feywild. They act as emissaries between the two realms, ensuring that the balance of nature is preserved and that the ancient magic that binds them to the Feywild remains undisturbed.

Selkies

In the coastal regions where the dance of waves meets the edge of the earth, the enigmatic Selkies make their home. These beings, steeped in the age-old myths of seafaring communities, embody the delicate balance between the realms of land and sea. Born of the ethereal connection between humans and the ocean, Selkies are revered as guardians of the tidal veil.

Lore:

Shapeshifters of the Sea: Selkies are beings that exist both in the realm of humans and beneath the ocean waves. In their natural form, they appear as seals, seamlessly blending with their aquatic kin. However, they possess the mystical ability to shed their seal skin and transform into human shape, walking the shores as denizens of the land.

The Seal’s Skin: A Selkie’s seal skin is a sacred and integral part of their identity. It is said to contain the essence of their dual nature, allowing them to transition between their human and seal forms. If a Selkie loses their seal skin while in human form, they are bound to remain on land until it is recovered.

The Call of the Sea: Selkies are irresistibly drawn to the ocean, and the sound of the sea holds a powerful allure for them. When the tides call, Selkies feel an insatiable urge to return to the water. This connection between the Selkies and the sea shapes their way of life, intertwining their destiny with the ebb and flow of the tide.

Guardians of the Tidal Veil: Selkies are believed to be protectors of the mystical barrier between the human world and the depths of the sea. It is said that they possess the ability to manipulate the currents and tides, ensuring the safety and prosperity of coastal communities. In return for their guardianship, Selkies are honored by seafaring folk with rituals and offerings.

Selkie Folklore: Tales of Selkies often weave through maritime folklore, capturing the hearts and imaginations of coastal communities. Stories recount the bittersweet romances between humans and Selkies, as well as the melancholy longing that accompanies the call of the sea.

Selkie Song and Dance: Selkies are known for their enchanting songs and ethereal dances, which are said to captivate those who witness them. These performances are believed to be expressions of the Selkies’ connection to the ocean and their joy in celebrating the beauty of both worlds.

Fey Merfolk: Enchanters of the Luminous Abyss

In the hidden realms beneath the surface of enchanted waters, the Fey Merfolk weave their intricate societies, thriving in the embrace of the Feywild’s magical currents. Unlike their more commonly known counterparts, these merfolk are not merely denizens of the sea; they are enchanters of water, conversing with fish and shaping the aquatic realm with their innate magic.

Lore:

Magical Currents of the Feywild: Fey Merfolk are born of the mystical energies that permeate the Feywild. The waters they inhabit are alive with the vibrant hues of magical currents, and these merfolk have a profound connection to the enchanted essence that courses through their aquatic realms.

Enchanters of Water: Fey Merfolk possess the ability to manipulate water with finesse. They can shape it into intricate patterns, create dazzling displays of light, and even mold it into protective barriers. This control over water is a natural extension of their fey heritage, and it allows them to build elaborate structures and defenses within their underwater domains.

Conversations with the Deep: Fey Merfolk share a unique bond with the denizens of the abyss. Through ancient songs and harmonious resonances, they can communicate with fish and other underwater creatures. This communion goes beyond mere communication; it is a form of symbiosis, where the Fey Merfolk and the creatures of the deep work in harmony to maintain the balance of their shared environment.

Luminous Abyssal Cities: Unlike the scattered and nomadic societies of typical merfolk, Fey Merfolk create magnificent underwater cities adorned with bioluminescent flora and shimmering crystals. These cities are architectural marvels, with spiraling towers and grand chambers that reflect the artistic sensibilities of the merfolk. Each city is a testament to the harmonious coexistence of nature and magic.

Feywild Inspirations: Fey Merfolk draws inspiration from the wonders of the Feywild. Their art, music, and rituals reflect the ethereal beauty of their homeland, and they celebrate the changing seasons with grand festivals that echo the enchanting nature of the Feywild.

Guardians of the Luminous Abyss: Fey Merfolk takes on the role of guardians, not only of their cities but also of the magical equilibrium that sustains their aquatic realms. They cultivate the seas, nurture the vibrant life within, and use their powers to ward off any threat that might disturb the delicate balance of their underwater domains.

Intricate Society: Fey Merfolk societies are characterized by intricate social structures, where art and magic intertwine. The merfolk are governed by councils of wise elders who possess deep knowledge of the Feywild’s secrets. Decision-making is often collaborative, and conflicts are resolved through negotiations and communal rituals.

New Player races

Fairy

Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.

Size: Small

Speed: Your base walking speed is 25 feet. You also have a flying speed of 30 feet.

Fey Magic: You have an innate connection to magic granted by your fey nature. You can cast the minor illusion cantrip at will. At the 3rd level, you can cast faerie fire once per day, and at the 5th level, you can cast gust of wind once per day. Charisma is your spellcasting ability for these spells.

Wings of the Fey: Your wings grant you the ability to fly. You can hover in the air for short periods, and you can fly up to your flying speed without provoking opportunity attacks. You cannot fly while wearing medium or heavy armor.

Fey Resilience: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages: You can speak, read, and write Common and Sylvan.

Pooka

Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.

Size: Medium

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your fey ancestry, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have an advantage on saving throws against being charmed, and magic can’t put you to sleep.

Anthropomorphic Form: You appear as an anthropomorphic animal based on your ancestry – rabbit, otter, or cat. This form grants you natural weapons, such as sharp claws or strong hind legs, allowing you to make unarmed strikes that deal 1d4 slashing damage.

Agrarian Lifestyle: Pookas tend to live agrarian lives, focusing on farming and cultivating the land. You have proficiency in one of the following skills: Animal Handling, Nature, or Survival.

Languages: Common, Sylvan

Verdantfolk

Ability Score Increase: Your Wisdom score increases by 2.

Size: Large

Speed: 30 ft.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Photosynthetic Vitality: You do not need to eat or sleep. Instead, you draw sustenance from sunlight. You must spend at least four hours in direct sunlight to gain the benefits of a long rest.

Nature’s Resilience: You have advantage on saving throws against poison and disease.

Verdant Casting: You know the druidcraft cantrip. At 3rd level, you can cast entangle once per day. At 5th level, you can also cast barkskin once per day. Wisdom is your spellcasting ability for these spells.

Nature’s Communion: You can communicate with plants as if you were under the effect of a speak with plants spell.

Natural Weapon: Your unarmed strikes deal 1d6 bludgeoning damage.

Languages: You can speak, read, and write Common and Sylvan.

New hag varients

Eldritch Crone: Weaver of Cursed Fate

In the deepest recesses of the Feywild, where shadows dance and the boundaries of reality blur, the Eldritch Crone spins her malevolent web. Unlike her more common hag counterparts, the Eldritch Crone is a master of manipulating the very fabric of fate. She weaves intricate curses, entangling the destinies of those who cross her path.

Lore:

Fateweaving Mastery: The Eldritch Crone’s power lies in her ability to manipulate the threads of fate. Through dark rituals and cryptic incantations, she shapes the destinies of individuals, entwining their lives with strands of misfortune and despair. Those who fall under her curse are doomed to face a cascade of calamities and trials.

The Cursed Tapestry: The Eldritch Crone maintains a mysterious tapestry that reflects the interconnected fates of her victims. Each thread represents a life entangled in her web of malevolence. To the Eldritch Crone, this tapestry is both a source of power and a canvas upon which she paints the suffering of those who have earned her ire.

Veiled Enigma: The Eldritch Crone shrouds herself in an enigmatic aura, making it difficult for mortals to comprehend her true nature. Her appearance is ever-changing, a mirage of shifting shadows and ethereal whispers. Some believe that glimpsing her true form can drive a person to madness.

Coven of Entwined Fates: Eldritch Crones are rarely solitary beings. They form covens with other hags who share their fascination with manipulating destiny. Together, they amplify their powers, creating curses that resonate across entire regions. The covens’ dark rituals involve the weaving and unraveling of fate on a grand scale.

Cursed Artefacts: Eldritch Crones often craft cursed artifacts imbued with the power to influence fate. These items find their way into the hands of unsuspecting victims, ensuring that the Eldritch Crone’s influence extends far beyond her immediate presence.

Stormsire Hag: Tempest’s Malevolent Matriarch

Born from the chaotic heart of tempests and thunderstorms, the Stormsire Hag is a formidable force of nature. Dwelling in the eye of the storm, she commands the elements to wreak havoc upon those who dare to challenge her. Unlike traditional hags, the Stormsire Hag is an elemental force given twisted sentience.

Lore:

Tempest-Born Monstrosity: The Stormsire Hag is a creation of the primal forces of nature. Born from the heart of violent storms, she embodies the destructive power of thunder, lightning, and wind. Her malevolent sentience allows her to harness and direct these elemental energies with deadly precision.

Thunderous Dominion: The Stormsire Hag rules over a domain of perpetual storms. Dark clouds roil above her lair, and lightning dances across the sky in a perpetual display of her wrath. Mariners and coastal communities fear her, as she delights in conjuring storms that wreak havoc upon ships and settlements.

Lightning-Wrought Servitors: The Stormsire Hag commands a legion of elemental minions forged from lightning and storm clouds. These creatures, known as Thunderkin, carry out her bidding, striking fear into the hearts of those unfortunate enough to cross the hag’s path.

Siren’s Howl: The Stormsire Hag possesses a mesmerizing voice that echoes with the roar of thunder. She uses this enchanting melody to lure sailors and wanderers into her storms, where they become lost in the tempest’s fury. Those who hear her song find themselves drawn inexorably toward the heart of the storm.

Shattered Skies Prophecy: Legends speak of a prophecy foretelling the day when the Stormsire Hag will unleash a cataclysmic storm that shatters the heavens themselves. This apocalyptic event is said to herald an era of darkness and chaos, with the hag reigning supreme over a world plunged into perpetual tempest.

Coven of the Tempest: Stormsire Hags rarely form traditional covens. Instead, they forge alliances with elemental entities and other malevolent forces of nature. These alliances amplify the hag’s control over storms, allowing her to manipulate weather patterns across vast regions.

Stat blocks

Eldritch Crone

Medium fey, neutral evil

Armor Class 16 (natural armor)

Hit Points 150 (20d8 + 60)

Speed 30 ft.

STR 12 (+1)
DEX 16 (+3)
CON 16 (+3)
INT 18 (+4)
WIS 18 (+4)
CHA 20 (+5)

Skills Arcana +8, Deception +9, Insight +8, Persuasion +9

Saving Throws DEX +7, CON +7, WIS +8, CHA +9

Damage Resistances Necrotic

Condition Immunities Charmed

Senses Darkvision 120 ft., Passive Perception 14

Languages Common, Sylvan

Fey Ancestry: The Eldritch Crone has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Fateweaver’s Aura: Creatures hostile to the Eldritch Crone have disadvantage on saving throws against her spells and abilities.

Innate Spellcasting: The Eldritch Crone can innately cast the following spells, requiring no material components:

  • At will: mage hand
  • 3/day each: cause fear, command, hex
  • 1/day each: bestow curse, modify memory

Coven Spellcasting: The Eldritch Crone is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Eldritch Crone can cast the following spells, requiring no material components:

  • At will: thaumaturgy
  • 3/day each: clairvoyance, counterspell, dispel magic
  • 1/day each: dream, geas, scrying

Legendary Resistance (3/Day): If the Eldritch Crone fails a saving throw, she can choose to succeed instead.

Fatebound: When the Eldritch Crone places a curse on a creature, she can choose to bind that creature’s fate to her tapestry. The target has disadvantage on saving throws against the Eldritch Crone’s spells and abilities, and the Eldritch Crone has advantage on saving throws against the target’s spells and abilities.

Actions

Cursed Touch: Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) necrotic damage, and the target must succeed on a DC 16 Wisdom saving throw or be cursed for 1 minute. While cursed, the target has disadvantage on attack rolls and saving throws, and the Eldritch Crone gains temporary hit points equal to the damage dealt.

Fateweaver’s Grasp: The Eldritch Crone targets one creature she can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Fairy Enchanter

Small fey, chaotic neutral

Armor Class 14 (natural armor)

Hit Points 33 (6d6 + 12)

Speed 30 ft., fly 40 ft.

STR 6 (-2)
DEX 18 (+4)
CON 14 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 16 (+3)

Skills Perception +3, Stealth +6

Damage Resistances Cold, Fire

Condition Immunities Charmed, Frightened

Senses Darkvision 60 ft., Passive Perception 13

Languages Common, Sylvan

Innate Spellcasting. The fairy’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The fairy can cast the following spells at will: minor illusion. It can also cast faerie fire and gust of wind, each once per day.

Fey Merfolk Enchanter

Medium humanoid (fey merfolk), neutral

Armor Class 14 (natural armor)

Hit Points 66 (12d8 + 12)

Speed 30 ft., swim 60 ft.

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

Skills Arcana +4, Nature +4, Persuasion +6

Senses Darkvision 60 ft., Passive Perception 13

Languages Aquan, Sylvan

Amphibious: The fey merfolk can breathe both air and water.

Fey Ancestry: The fey merfolk has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Water Manipulation: The fey merfolk can cast shape water at will. Additionally, it can cast control water once per day without expending a spell slot. Charisma is its spellcasting ability for these spells.

Luminous Resonance: As a bonus action, the fey merfolk can emit a radiant glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The glow lasts for 1 minute or until the fey merfolk dismisses it as a bonus action.

Multiattack: The fey merfolk makes two attacks: one with its trident and one with its merfolk’s touch.

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

Merfolk’s Touch: Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage.

Aquatic Harmony: The fey merfolk can communicate with aquatic creatures within 60 feet of it. While submerged, it can use this ability to convey simple concepts and intentions to creatures with an Intelligence of 2 or higher.

Enchanting Presence: The fey merfolk has advantage on Charisma (Persuasion) checks made when interacting with aquatic creatures.

Leprechaun

Small humanoid (leprechaun), neutral

Armor Class 13 (leather armor)

Hit Points 22 (5d6 + 5)

Speed 25 ft.

STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 16 (+3)

Skills Sleight of Hand +5, Nature +4

Senses Darkvision 60 ft., Passive Perception 11

Languages Common, Sylvan

Fey Ancestry: The leprechaun has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Craftsman’s Touch: The leprechaun is proficient with artisan’s tools and can use its Dexterity for any ability checks related to crafting.

Illusion Expertise: The leprechaun can cast the minor illusion cantrip at will. At 3rd level, it can cast silent image once per day, and at 5th level, it can cast major image once per day. Charisma is its spellcasting ability for these spells.

Nimble Escape: The leprechaun can take the Disengage or Hide action as a bonus action on each of its turns.

Rabbit Pooka Brigand

Medium humanoid (pooka), neutral

Armor Class 13 (leather armor)

Hit Points 27 (5d8 + 5)

Speed 30 ft.

STR 12 (+1)
DEX 16 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 14 (+2)

Skills Stealth +5, Acrobatics +5

Senses Darkvision 60 ft., Passive Perception 10

Languages Common, Sylvan

Fey Ancestry: The pooka has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Nimble Escape: The pooka can take the Disengage or Hide action as a bonus action on each of its turns.

Multiattack: The pooka makes two attacks with its shortsword or shortbow.

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

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Sneak Attack (1/Turn): The pooka deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the pooka that isn’t incapacitated and the pooka doesn’t have disadvantage on the attack roll.

Brigand Tactics: The pooka is adept at ambushing and robbing travelers. It gains advantage on attack rolls against surprised creatures and adds +2 to damage rolls when attacking from hiding.

Actions

Ambush: The pooka attempts to surprise a creature it has hidden from. The target must make a DC 13 Wisdom saving throw or be surprised until the end of its next turn.

Cunning Action: The pooka takes the Dash, Disengage, or Hide action as a bonus action.

Selkie

Medium humanoid (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 33 (6d8 + 6)

Speed 30 ft., swim 40 ft.

STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 10 (+0)
WIS 13 (+1)
CHA 14 (+2)

Skills Perception +3, Performance +4

Senses Darkvision 60 ft., Passive Perception 13

Languages Common, Aquan

Shapechanger: The selkie can use its action to polymorph into a seal, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Amphibious: The selkie can breathe both air and water.

Selkie’s Call: As a bonus action, the selkie can emit a hauntingly beautiful sound that can be heard up to 300 feet away. This call has different effects depending on the selkie’s intent:

  • Enchantment: Creatures within 30 feet of the selkie that can hear its call must succeed on a DC 12 Wisdom saving throw or be charmed until the end of the selkie’s next turn.
  • Communication: The selkie can use its call to communicate simple messages or convey emotions to other selkies within 300 feet.

Multiattack: The selkie makes two attacks: one with its bite and one with its short sword.

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

Short Sword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Seal’s Grace: The selkie has advantage on Dexterity saving throws and can move through the space of any creature that is Medium size or larger.

Stormsire Hag:

Large fey, neutral evil

Armor Class 15 (natural armor)

Hit Points 180 (20d10 + 60)

Speed 40 ft., swim 40 ft., fly 60 ft. (hover)

STR 18 (+4)
DEX 16 (+3)
CON 16 (+3)
INT 14 (+2)
WIS 16 (+3)
CHA 20 (+5)

Skills Perception +7, Persuasion +9, Intimidation +9

Saving Throws DEX +7, CON +7, WIS +7, CHA +9

Damage Resistances Lightning

Senses Darkvision 60 ft., Passive Perception 17

Languages Common, Primordial

Fey Ancestry: The Stormsire Hag has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Stormborn: The Stormsire Hag is immune to the effects of extreme weather conditions, and she can move through non-magical difficult terrain caused by water or storms without expending extra movement.

Innate Spellcasting: The Stormsire Hag can innately cast the following spells, requiring no material components:

  • At will: control water
  • 3/day each: call lightning, fog cloud
  • 1/day each: control weather, chain lightning

Coven Spellcasting: The Stormsire Hag is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +9 to hit with spell attacks). The Stormsire Hag can cast the following spells, requiring no material components:

  • At will: gust of wind
  • 3/day each: water walk, control winds, sleet storm
  • 1/day each: whirlwind, storm of vengeance

Legendary Resistance (3/Day): If the Stormsire Hag fails a saving throw, she can choose to succeed instead.

Stormcaller’s Presence: The Stormsire Hag’s presence intensifies stormy conditions within 1 mile of her, creating heavy rain, thunder, and lightning. When she takes damage, this effect intensifies for 1 minute, causing the area to be considered as if under the effects of a storm of vengeance spell.

Actions

Lightning Strike: Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 27 (5d10) lightning damage.

Tempest’s Fury: The Stormsire Hag unleashes a powerful burst of elemental energy. Each creature within a 30-foot radius centered on the hag must make a DC 16 Constitution saving throw, taking 45 (10d8) thunder damage and being pushed 10 feet away on a failed save, or half as much damage and not pushed on a successful one. The area becomes difficult terrain for 1 minute.

Reactions

Gale Shield: The Stormsire Hag can use her reaction to impose disadvantage on an attack against her or a creature within 5 feet of her.

Verdantfolk Green Knight

Large humanoid (verdantfolk), neutral

Armor Class 16 (natural armor)

Hit Points 90 (12d10 + 24)

Speed 30 ft.

STR 18 (+4)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 16 (+3)
CHA 14 (+2)

Skills Athletics +7, Nature +3

Damage Resistances Bludgeoning, Piercing

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 60 ft., Passive Perception 13

Languages Common, Sylvan

Fey Ancestry: The verdantfolk has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Immutable Form: The verdantfolk is immune to any spell or effect that would alter its form.

Rooted Presence: The verdantfolk has advantage on saving throws against being moved or knocked prone.

Multiattack: The verdantfolk makes three melee attacks: one with its thorny vines and two with its slam.

Thorny Vines: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) piercing damage, and the target must make a DC 15 Strength saving throw or be grappled. Until this grapple ends, the target is restrained, and the verdantfolk can’t use its thorny vines on another target.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.

Regeneration: The verdantfolk regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in direct sunlight.

Verdantfolk Druid

Large humanoid (verdantfolk), neutral

Armor Class 14 (natural armor)

Hit Points 75 (10d10 + 20)

Speed 30 ft.

STR 14 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 12 (+1)
WIS 18 (+4)
CHA 12 (+1)

Skills Nature +6, Survival +6

Damage Resistances Bludgeoning, Piercing

Condition Immunities Poisoned

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Sylvan, Druidic

Fey Ancestry: The verdantfolk has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Nature’s Resilience: The verdantfolk has advantage on saving throws against poison and disease.

Druidic Spellcasting: The verdantfolk is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The verdantfolk has the following druid spells prepared:

  • Cantrips (at will): druidcraft, guidance, thorn whip
  • 1st level (4 slots): entangle, cure wounds
  • 2nd level (3 slots): barkskin, pass without trace
  • 3rd level (3 slots): plant growth, speak with plants
  • 4th level (3 slots): freedom of movement, grasping vine
  • 5th level (2 slots): commune with nature

Wild Shape: The verdantfolk can use its action to magically assume the shape of a beast that it has seen before. It can use this feature twice before needing to complete a short or long rest.

Speak with Plants: The verdantfolk can communicate with plants as if they were under the effect of a speak with plants spell.

Rooted Grounding: The verdantfolk can spend 1 minute communing with the earth to regain 2d10 hit points