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Acknowledgments

Wayward Fey
Fey Creatures for Single Encounters
Each of the fey creatures in this work represent a single encounter that can be easily slotted into
any adventure that takes place in the Feywild or wilderness or they can be spun together to
provide an exciting adventure in an enchanted forest. Each of the monsters are presented with
advice on how to effectively use them in your game. Also included are a few fey-themed options for
rewarding player characters and a Warlock patron.

6 Fey Creatures to Enchant your Wilderness

by Adam Locke

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Wayward Fey

Chimes
Acknowledgments
I only heard the faint ringing of bells, with a sort of childlike
abandon at first, but then with a frantic ring of warning. As
I crept closer I saw the tiny lights of the little folk sitting on
their toadstools. Then, realizing too late where I was, I
wasn't there anymore.
-Oleg
Glibboro, Gnome Bard

Guardians of the Veil


Chimes are a variety of pixie in the service of the archfey
known as The Minstrel.They stand some 1 to 2 inches tall
and appear as tiny boys and girls with roughspun tunics
and tiny red slippers. A chime carries a little lantern that
sheds a tiny colored light everywhere it goes, some by hand
and others with belt straps or twig staves.
Chimes are friendly to travelers from the Waking World,
their charge is to ward them away from fey crossings.
Chimes congregate around fey crossings in troupes of 3-10,
sometimes accompanied by other fey or friendly woodland
beasts.
Chimes are only found near areas where the Feywild touch
es the Material closely, and their gentle ringing voices and
illusions warn the unwary of the peril of falling from one
world to another. When it is clear that evil or greed threat
ens the Feywild, Chimes transform their groves into per
ilous mazes filled with illusions and magical traps.

Creatures of Song
Chimes can understand Elven and Sylvan, but cannot
speak any language. When chimes open their mouths to
speak, only the musical ringing of bells come out. To folk
without an appreciation of music they are unintelligible,
but to those with song in their heart they can be under
stood, for such is the magic of their world.
Chimes are strong with the magic of the fey and are able to
weave into the tinkling of tiny bells that they speak the
chords and notes of arcane power taught to them by The
Minstrel.
Warlock Patron: The Minstrel
The Minstrel is a powerful archfey concerned with the safekeeping
of fey magic too dangerous for the mortal realm. He occasionally
takes warlocks into his service, speaking to them through the
Chimes that are his agents in the world. He offers the following
benefits and invocations.

Warlocks who serve the Minstrel, in addition to the other

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benefits of the Fey Patron, gain proficiency in one musical


instrument.

Chain Pact warlocks add Chime to the list of familiars they


may summon.
Invocations

Keeper of Years: The Warlock and companions who travel


through the Feywild can choose whether or not they are
affected by Feywild Time Warp (DMG pg 50), deliberately
invoking the effect or avoiding it entirely. If the Warlock in
vokes time warp, the normal roll for time dilation is still
made.

Chime Guardians: The Warlock can cast the Spirit


Guardians spell once per day, this power recharges at a
short or long rest.

Level 5: Invocation of Passage: The Warlock can cast


Plane Shift without material components once per day, but
can only travel between the Feywild and Material planes.

Level 10: The Curse of Merriment: The Warlock can cast


Otto's Irresistible Dance without components or spending
a spell slot once per day.

Chime
Tiny fey, neutral good
Armor Class 15
Hit Points
2 (1d4)
Speed
10 ft., fly 30 ft.
STR

DEX

CON

INT

WIS

CHA

2 (-4)

20(+5)

10 (+0)

10 (+0)

12 (+1)

17 (+3)

Skills Perception +3, Persuasion +5


Senses Passive Perception 13
Languages Understands Sylvan and Elven, can only speak
in musical bell sounds, only creatures with proficiency
in a musical instrument can understand Chimespeak
Challenge: 1/4(50 XP)
Magic Resistance. The Chime has advantage on saving
rolls against spells and other magical effects.
Innate Spellcasting. The Chime's innate spellcasting abili
ty is Charisma (spell Save DC 13). It can innately cast the
following spells without material components.
At will: Detect Magic, Minor Illusion, Light
1/day each: Dancing Lights, Sleep, Tasha's Hideous Laugh
ter, Unseen Servant, Animal Friendship, Phantasmal Force,
Glyph of Warding (usually coded as a Spell Glyph loaded
with Sleep spell)

Wayward Fey

Chimes
Acknowledgments
Using Chimes

On Warlocks

Chimes are a great encounter to bring characters into the


Feywild with. When including Chimes in your game, you
can use them as a special kind of social challenge in which a
character with proficiency in a musical instrument can
question them about the goings on around their grove or
they can serve as a piece of enchanting flavor to warm your
players up for encounters with more aggressive fey crea
tures.

The sidebar on Warlocks of the Fey Pact who serve the Min
strel is of course for use at your discretion. The Keeper of
Years invocation is a particularly provocative one and if
you are wary about playing with time dilation it is a good
idea to restrict access to this particular invocation.

Chimes are also valuable in your game as keepers of fey


crossings, and if your players build good relationships with
the Chimes of an enchanted forest or other area they can
have easy access to a fey crossing. In this sense, you can use
Chimes, or maybe even The Minstrel as adventure hooks. A
prime example is a Chime community that implores the
PCs for help with an evil wizard who threatens their grove.
The reward is free passage to the Feywild.
As enemies, Chimes are given to avoiding direct conflict, in
stead relying on their powers of illusion and traps in order
to keep intruders at bay.
When planning a Chime combat encounter, make good use
of the Glyph of Warding and Phantasmal Force as these are
the Chime's key sources of damage and enemy control. The
Chime can also be paired with other fey like Satyrs or
Streamlings (later in this work) to add some valuable con
trol utility to those creatures. The Chime's Animal Friend
ship spell can also provide them with allies in the form of
beasts, so feel free to throw rats, badgers, wolves and other
woodland animals into the encounter on the Chime's side.

The Minstrel as a patron gives the warlock in question a fo


cus on utility powers that make traveling in the Feywild a
more easily accessible affair for your group and also equips
them with a couple of musical and anti-magic tools to add
some flavor to the whimsical agents of the Lord of Songs. If
you plan to run a Feywild heavy game, The Minstrel will
equip your party to easily pass to and find their way in the
Realm of Fearie at relatively low level.
Warlocks with the Chain Pact that take The Minstrel will
gain access to the formidable powers of the Chime, taken
from the Bard spell list. Perhaps the most powerful spell at
the command of the Chime's master is the Glyph of Ward
ing, so study this spell carefully before deciding to grant ac
cess to The Minstrel as a patron.
These things being said, The Minstrel is a rich patron with
a lot of adventure hook potential. At any session where you
have little time to prepare, The Minstrel can simply pre
sume upon the party to confiscate a dangerous magical
item it has tracked down. This is good for short-notice
games and also games with a more episodic approach to ad
ventures, 'relic of the week' can give you some good
mileage.

Chimes are good fey, so they are usually concerned with


neutralizing intruders in non-lethal fashion such as the
Sleep spell, but if the enemy proves to be truly dangerous to
them don't hesitate to have your Chimes plant Explosive
Runes or charmed bears in their groves.

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Wayward Fey

Dream
Acknowledgments
Eaters
They are the pain of inadequacy and the bitterness of loss
fashioned into a predator by the woe of the unseelie. Do not
sleep deeply in these woods, for the world of dreams is also
the realm of nightmares.
-Lady Zarala of The Black Tower

Born of Dark Dreams


Dream Eaters are noncorporeal fey that inhabit the ethere
al plane in regions where the deep, dark parts of the Fey
wild touch. In these grim demesnes, Fomorian princes and
Night Hags rest their minds and dwell on their ugliness
and the sting of rejection by the rest of the fey. From these
shadowed meditations spring forth living dreams, hungry
for personalities and life and constantly fading away, like
the last fleeting moments of a dream before waking.
Dream Eaters are creatures of dream, and have no shapes or
bodies of their own. In the dreamscapes they create, they
take the shapes of the fears and worries of their victims, the
better to prey on their dreaming minds.

Spinners of Lies
Dream Eaters come upon the sleeping minds of victims as
they dream in areas where the Feywild and Ethereal planes
are close. Able to discorporate the spirits of their victims
from their own dreams, they then wrap them in layered
dreamscapes and slowly drain away their force of will to
sustain their own fading existence.
Dreamscapes
When a Dream Eater attacks, it can draw its victims from their own
dreams into a Dreamscape. In these realms, the spirits of the vic
tims are bereft of their physical statistics but manifest with any
equipment and powers they possess in the physical world. The fol
lowing rules apply when in the Dreamscape.

Characters cannot make checks for Strength, Dexterity or


Constitution. Any rolls that would normally rely on these
scores instead use Intelligence for Strength, Wisdom for
Dexterity and Charisma for Constitution.

As they do not sleep, elves are immune to the dream


powers but not the Charisma draining attacks of a Dream
Eater. Elves rising from their Trances find that their com
panions cannot be risen from their comatose state by any
means. An elf who is in Trance can choose to deliberately
enter the Dreamscape and play by its rules.

A Dreamscape includes a number of dream layers equal


to the number of Dreamers inside. Each dream layer in
cludes an encounter- combat, exploration or social- that
challenges the Dreamer upon which it is based.

The Dream Eater typically uses the Flaws of characters to


compose the dream layers. A character with greed as a
Flaw would be confronted with vast riches, one with Re

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venge would be given the opportunity to face a dream of


their foe.
For dream layers without obvious puzzle or combat ele
ments, it may be appropriate to impose a saving roll
against the Dream Eater's save DC instead (the greedy
dwarf must bring all of his will to bear to stop passing his
hands through the piles of gold and focus on the peril of
the moment).
When an encounter in a dream level is overcome, that
dream layer collapses. Once all of the dream layers have
collapsed, the victims may confront the Dream Eater di
rectly in the Ethereal Plane and wake after slaying it.

Dream Eater
Medium fey, neutral evil
Armor Class 15
Hit Points
42 (7d8)
Speed
30 ft.
STR
-

DEX
-

CON

INT

WIS

CHA

16 (+3)

15 (+2)

18 (+4)

Skills Stealth +5, Perception +5


Senses Passive Perception 15
Languages The Dream Eater is able to communicate in
any language spoken by a Dreamer caught in its dream
scape
Challenge: 2(450 XP)
Dreamscape. Each member of the party who is asleep
counts as a Dreamer. The Dream Eater is able to draw
Dreamers into a world of fantasy and illusion with a
number of Dream Layers equal to the number of Dream
ers, see the sidebar on Dreamscapes.
One Fear, Many Faces. The Dream Eater can assume the
appearance of any person or creature from the memories
of the Dreamers, the Dream Eater retains its statistics and
combat abilities in such forms.
Charisma Drain. Every hour that Dreamers spend in a
Dreamscape, they must make a saving roll against the
Dream Eaters Charisma (DC 15) or their Charisma total is
reduced by 1. A good night's rest restores the lost Charisma,
a creature reduced to 0 Charisma is slain.
Charisma Slam. Reach 5, +7 to hit, victim loses 1d4 points of
Charisma.
Wayward Fey

Dream
Acknowledgments
Eaters
Using Dream Eaters

Binding Dream Eaters

First and foremost, make sure to do your homework. An en


counter with a Dream Eater is likely to consume an entire
gaming session and provides rich opportunities for charac
ter development and foreshadowing of things to come in
your game. Preparing for a Dream Eater attack requires
the DM to become familiar with the flaws and desires of the
PCs and also to compose several dream scenarios based on
these things. The Dream Eater is practically a one-monster
dungeon and should be approached as such.

An arcane magic user of particular power may see the value


in a Dream Eater slave. If you allow your player to take this
route, make the process of finding and binding the Dream
Eater a perilous mission including a confrontation with the
creature.

A useful flourish with Dream Eaters is to start your players


in medias res and not reveal to them that they are dreaming
until they work out it out for themselves. One of your play
ers may note that they did not end the last session in a gob
lin cave or the party elf can be brought into play behind the
others to make them realize they are not in the Waking
World.
It bears repeating that Dream Eaters require a significant
amount of preparation on your part and make little sense
to loose on a group of level 1 characters who have not been
in the game long enough to develop any background at ta
ble. Perhaps the Dream Eater assumes the shape of a de
feated enemy from a previous adventure or the guise of a
commoner the PCs failed to rescue- such are the cruel tricks
of the Dream Eater that make it a memorable encounter,
and if your group lacks the background to support it, it is
best to leave the Dream Eater for a later time.
In terms of the attack itself, bear in mind that your physi
cally focused characters are at disadvantage in the Dream
Eater's realm and that the Charisma draining attacks of the
monster are particularly deadly to even a seasoned group.
The dream eater itself is easy enough to kill once revealed,
but if the dream layers took a long time to collapse then the
Charisma Slam attack could strike down your PCs left and
right.

Dream Eaters are ravenous for spiritual energy because as


creatures composed of the fleeting stuff of dreams they are
constantly on the verge of dissipating into the ether. Once
bound using Magic Circle or similar magic, the Dream Eater
can be bargained with, promised a steady supply of spirit in
return for the services of an assassin.
Note that the use of a Dream Eater as an instrument of mur
der or feeding it victims to keep it alive is explicitly evil,
due both to the insidious and fiendish nature of the attack
and the willingness to bargain with such a force of evil
rather than destroying it. Consider alignment shift for
non-evil characters who choose to use Dream Eater assas
sins.
When allowing players to deploy Dream Eater killers
(which they should not be able to accomplish until level 710 or so) you can streamline the process of such attacks by
using an amplified version of the Nightmare variant of the
Dream spell. Where the spell normally deals 3d6 psychic
damage, increase the damage dealt to 6d10. This makes the
Dream Eater a deadly weapon but also leaves room for the
occasional survivor of such attacks. Use the Dream Eaters
save DC instead of the binder's for this attack.

The key to getting a Dream Eater attack right is in striking a


balance in the Charisma Drain between the sudden realiza
tion of a danger and not leaving the party so drained that
the Dream Eater makes short work of them in the final en
counter. Pace the rate of Charisma Drain so that your PCs
still have some resources to fall back on once they make it
to the Dream Eater.
When calculating experience from the attack, include 100
XP for each Dream Layer collapsed.
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Wayward Fey

Grandmother
Acknowledgments
Dryad
Foolish mortal, to cut my daughters down. When you face
me you face the Forest itself. I am the rage of the sliced, the
howl of the unheeded wind, the pitiless falling of the chill
rain.
-Grandmother Oak of the Twilight Wood

Matriarch of Forests
Dryads are powerful fey in their own right, linked to trees
as old as the forests they dwell in. In some deep, old foreststhe oldest there are- are the most ancient of the Grand
mother Trees, and their spirits walk the wooded glens of
their domains with the authority of the elder queens.
A Grandmother Dryad's tree is an ancient, powerful source
of life and magic from which the rest of its forest sprung in
the forgotten past. The Dryad herself is an ageless beauty,
no longer the fickle nymph of her youth, she is now a lady
of considered sophistication and power, among the mighty
of the fey.

Mothers of the Fey


Grandmother Dryads treat only with the likes of Unicorns
and archfey as their equals and their descendants who are
the dryads of the woods in which they rule are both vassals
and daughters, each contributing to the magical might of
their matron.
Grandmother Dryads are neither quick to take action nor
quick to forgive trespass upon the sanctity of their forests.
Fey creatures of any kind, and particularly those who love
the woods, enjoy their protection.

Grandmother Dryad
Legendary Medium fey, neutral
Armor Class 12 (16 with Barkskin)
Hit Points
74 (10d8)
Speed
30 ft.
STR

DEX

CON

INT

WIS

CHA

10 (+0)

15 (+2)

16 (+3)

13 (+1)

21 (+5)

17 (+3)

Skills Stealth +5, Perception +8, Nature +4


Senses Darkvision 60 ft., Passive Perception 18
Languages Elven, Sylvan, Druidic
Challenge: 9 (5,000 XP)
Legendary Resistance (3/day). If the Grandmother Dryad
fails a saving throw it can choose to succeed instead.
Innate Spellcasting. The Grandmother Dryad's innate spell
casting ability is Wisdom (spell save DC 16, +8 to hit with
spell attacks). It can innately cast the following spells, re
quiring no material components:
At will:Druidcraft, Thorn Whip (2d6), Animal Friendship,
Charm Person, Tree Stride, Barkskin
1/day each: Commune with Nature, Conjure Animals, Gust of
Wind, Lesser Restoration, Conjure Woodland Beings, Grasping
Vine, Awaken

Legendary Actions

Marchwards
Grandmother Dryads have been known to take heroes- particularly
Rangers, Paladins of the Oath of Ancients and Druids- into their
service, naming them Marchwards of the forest and bestowing pow
ers to help them in their charge. Grandmother Dryads choose only
those who have already proven their worth as Marchwards, often
requiring a great task such as the defeat of a hag coven or a fomo
rian lord.

Marchwards learn the Sylvan language if they do not al


ready know it.

Marchwards are granted the Goodberry Blessing, allowing


them to cast the Goodberry spell once each day.

Fey creatures recognize the Mark of the Grandmothers


upon the Marchward and will treat them with a degree of
deference, even creatures such as hags would rather par
ley with the Marchward than openly attack an agent of the
Grandmother Dryad.

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The Grandmother Dryad can take 3 legendary actions.


Only one legendary action option can be used at a time and
only at the end of another creature's turn.
Bitter Rain. Chilling rain falls around the Grandmother
Dryad to a range of 120 feet. Healing magic and fire magic
do not function for 1 minute within the affected area.
Mother of the Wood. Plants within 60 feet of the Grandmoth
er Dryad become animate and attack enemies hostile to her.
They attack at the end of the Grandmother Dryad's turn
with a bonus of +8, those hit by the attack take 2d6 blud
geoning damage and are restrained until the end of their
next turn. The plants remain animate for 1 minute.

Wayward Fey

Grandmother
Acknowledgments
Dryad
Using Grandmother Dryad

Grandmother Variants

Her potent spellcasting puts the Grandmother Dryad on


par with a Druid of level 9 or 10. She should only rarely be
encountered alone as her ability to charm animals and hu
manoids as well as the Conjure Woodland Beings spell
should provide her with an entourage of followers.

The Grandmother Dryad statistics block above describes a


grandmother of a deciduous tree such as an oak or beech.
You can use other trees as the basis for the Grandmother,
changing some of their powers to reflect the themes of such
trees.

The Grandmother Dryad can be encountered by PCs as a


benevolent quest giver or as the fey equivalent of the local
law enforcement. In most cases though, the Grandmother
Dryad will avoid directly interacting with the younger
races, preferring to work through younger dryads or other
intermediaries.

Grandmother Pine

In combat, the Grandmother Dryad is a powerful controller


with the ability to deny healing and restrain movement
with her legendary actions and her spellcasting powers al
low her to bring powerful Awakened life and other fey into
the fray in her favor. Taken together, the Grandmother
Dryad is a field marshal with the ability to grow an army in
minutes to confront threats to her forest.
Tactically, the ability of the Grandmother Dryad to cast Tree
Stride at will makes her supremely mobile on her home
turf, she should be able to pummel most enemies and direct
her forces from relative safety most of the time.
Note that the Grandmother Dryad is not bound to her tree
as her daughters are, she is the spirit of the forest writ large
and can travel anywhere that is verdant and wild.
When portraying the Grandmother Dryad, always take the
time to try and evoke her immense age and long-view per
spective. The Grandmother Dryad should always feel per
ilous and powerful, but only rarely should she feel openly
hostile.

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Ray of Frost instead of Thorn Whip (2d8), Sleet Storm instead


of Gust of Wind. When this Gradmother is encountered, she
is attended by polar bears and elves of the north wearing
white and fur. When her Bitter Rain falls it is instead a ter
rible blast of arctic wind and snow.
Grandmother Palm
Heat Metal instead of Graspng Vine, Phantasmal Force in
stead of Lesser Restoration. When the Grandmother is en
countered, she is attended by giant snakes, sharks or other
tropical creatures. When her Bitter Rain falls it is instead
the oppressive heat of the tropical sun.
Grandmother Redwood
The Grandmother is Large instead of Medium and enjoys
103 hit points instead of 74. She benefits from the constant
effect of the Enlarge spell and can use Enlarge instead of
Lesser Restoration to supply herself with giant allies.

On Marchwards
Where treasure and quest rewards are concerned, consider
the Marchward sidebar. Sometimes a gift of knowledge
from the elder days or the location of a treasure of the fey
might be more appropriate, but for champions who prove
their worth the Marchward is an excellent opportunity for
lateral character advancement that will let the player enjoy
some additional flavor and give them new roleplaying op
tions in the Feywild comparable to what a Noble back
ground character enjoys in the high castles of the Waking
World.

Wayward Fey

Riddle
Acknowledgments
Squirrel
We ran and ran and the trees seemed to close in on us. I
thought that getting away from those awful hags was
enough to save our skins, but then poor Lis'then ran head
long into that grove, and there it was, smirking on a narrow
branch.
-Kimble of Corthwyn, Gnome Rogue

Unlikely Predators
In the groves of dryads and the little hollows where pixies
and satyrs whisper to each other over cups of wine, word
passes from fey to fey of the black heart marauders roam
ing the woods.
The Riddle Squirrel is a malevolent fey that delights in feel
ing smarter than others. To this end, the squirrel spends
hours devising and practicing devious riddles. The crea
ture grows more powerful as others feel less and less clever,
until at last it and its minions can gobble their victims up
before storing away the bones for winter.

Masters of the Mind


Riddle Squirrels have powerful minds within their tiny
frames, allowing them to exert mighty influence on weakwilled and powerful alike. They combine the fey magic of
riddles with this mental discipline, gaining powers that al
low them to dominate or destroy the thoughts of their vic
tims.
Riddles
Preparing for an encounter with a Riddle Squirrel requires a little
extra work on the part of the DM. The Internet is a ripe resource for
all kinds of riddles, but finding riddles that are not anachronistic in
the worlds of D&D may be challenging. Be sure to put aside ten
minutes or so to search for a collection of sufficiently difficult and
world-appropriate riddles to present your players with.
The Riddle Squirrel is a deliberately campy monster. If you would
like to play up the laugh value even more, you can instead choose
absurdly easy riddles. Let the Riddle Squirrel do a lot of build up
about the devious impossibility of its vast intellect before delivering
such gems as What is your favorite color.

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Riddle Squirrel
Tiny fey, chaotic evil
Armor Class 12
Hit Points
12 (3d6)
Speed
30 ft., climb 30 ft.
STR

DEX

CON

INT

WIS

CHA

2 (-5)

17 (+3)

8 (-1)

19 (+4)

14 (+2)

13 (+1)

Skills Stealth +5, Perception +4


Senses Passive Perception 14
Languages Telepathy, Common, Sylvan
Challenge: 3 (700 XP)
Attack. +5, 1 piercing damage (1d4-5)
Bemuse. As a reaction to being the target of an attack or
spell that requires an attack roll, the Riddle Squirrel fixes
the target with its curious gaze. The victim must make a
Wisdom saving roll against the Riddle Squirrel's spell save
DC or its attack fails and it can take no actions, bonus ac
tions or reactions until the end of it's next turn.
Belittling Laughter. If the victim of the Riddle Squirrel is un
able to answer one of its riddles, the Riddle Squirrel cackles
with terrible glee. The effect causes the victim to make all
saving rolls against magic and psionics with disadvantage
for one hour. Dispel Magic, Lesser Restoration or other dis
pelling or restorative magic of level 3 or greater ends the ef
fect.
Innate Spellcasting (Psionics). The Riddle Squirrel's innate
spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks). It can innately cast the following
spells, requiring no material components:
At will: Vicious Mockery, Mage Hand, Unseen Servant
1/day each: Dissonant Whispers, Tasha's Hideous Laughter,
Calm Emotions, Crown of Madness, Detect Thoughts, Enthrall,
Hold Person, Suggestion, Conjure Animals (always summons
8 giant squirrels, use the statistics block for Giant Rats [MM
pg. 327] but grant a climb speed equal to their movement
speed.)

Wayward Fey

Riddle
Acknowledgments
Squirrel
Using the Riddle Squirrel

Hidden Riches

When planning an encounter with the Riddle squirrel, con


sider the advice in the Riddles sidebar. Any Riddle Squirrel
encounter should begin with, of course, a challenge of rid
dles. Whenever the players fail to answer a riddle, impose
Belittling Laughter on the victim who failed to answer.

Near where the creature attacks, the party can, after defeat
ing the Riddle Squirrel, discover it's den- usually a hollow
tree or small earthen cave.

Once the riddle portion of the encounter is over, the Riddle


Squirrel immediately calls for reinforcements using Con
jure Animals. Then, it begins darting between branches and
hiding in the trees, pelting the PCs with its powerful psion
ics to ensure that the victims are easy prey for the giant
squirrels.
The Riddle Squirrel is particularly fragile, even with the
power of Bemuse, so take care to ensure that it remains
well hidden by stealth or use of cover between spell attacks
to prevent the party rogue or wizard from making short
work of the monster.

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Within are the bones of all the travelers the Riddle Squirrel
and its minions have devoured as well as the possessions
those travelers carried. A treasure horde CR 0-4 should be
rolled to determine the items the Riddle Squirrel and its
minions of unusual size have acquired over the years (DMG
pg. 173).
The Riddle Squirrel can be sufficiently dangerous to lowlevel groups that it is an appropriate monster with which to
offer magical items as treasure.

Wayward Fey

Silver
Acknowledgments
Knight
When traveling the roads of the Bright Lands, remember
first and foremost to mind your manners, for the bridges
and passes of that world are patrolled by exemplars of proto
col that will make your local nobility look like common
knaves.
-Oleg Glibboro, Guide to the Veiled Realm

Guardians of the Fey


Traveling by white horse and armed with shining armor
and keen swords, the knights-errant of the Feywild patrol
the ways and paths of the enchanted lands seeking honor
able duels and evil to defeat.
In many ways, the Silver Knights are like noble paladins in
the way they carry themselves, but where a paladin is de
voted to the good of the world, the Silver Knight takes mat
ters of chivalry and the protocol of honorable combat to un
healthy extremes.
Silver Knights appear as shining suits of silvery armor, but
within there seems to be nothing but the demand for
friendly combat, genteel behavior and the metallic echo of
the Knight's haughty voice.

Exacting Nobles
All Silver Knights speak with the eloquence of court and ex
pect those they meet on the road to afford them the proper
respect and use appropriate language. While a Silver
Knight is unlikely to kill a passer by for failing to tip their
hat, they are almost sure to challenge the offender to a duel.
As masters of single combat, few warriors choose to openly
flaunt the particular ways of the Silver Knights, preferring
the simple salute or genial greeting to the buffeting the
Knight is almost sure to deliver if offended.
Duels and the Code
The Silver Knight will rarely strike anyone down for failing to show
the proper respect, but the monster is particularly well suited for
that one player that can't just leave well enough alone.

Silver Knight
Medium fey, Lawful Good
Armor Class 20 (18 without shield)
Hit Points
66 (6d10)
Speed
30 ft., climb 30 ft.
STR

DEX

CON

INT

WIS

CHA

16 (+3)

12 (+1)

17 (+3)

10 (+0)

13 (+1)

15 (+2)

Skills Persuasion +5, Athletics +6


Senses Passive Perception 11
Languages Common, Elven
Challenge: 5 (1,800 XP)
Longsword. +6, 1d8+5 slashing damage or 1d10+3 slashing
damage two handed (The Silver Knight practices the Du
eling combat style)
Shining Armor. As a reaction to being attacked, the Silver
Knights gleaming armor flashes with sunlight or moon
light. The attacker suffers disadvantage to the attack roll.
Enemies who are blind or rely on other senses to fight are
not affected.
I Demand Satisfaction Sir. Targets of the Silver Knight's
Compelled Duel spell make their saving rolls with disadvan
tage.
Innate Spellcasting. The Silver Knight's innate spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell at
tacks). It can innately cast the following spells, requiring
no material components:
At Will: Compelled Duel
1/day each: Find Steed, Magic Weapon (Longsword attack be
comes +1 to attack rolls and damage and counts as a magical
weapon), Searing Smite, Command

When finishing a PC off, the Silver Knight should never kill, as it de


fies ideals of chivalry that the Knight holds dear. The final blow
against a player character is almost always nonlethal.
An exception can be made for player characters of evil bent caught
red-handed in an evil act. The defeat of the wicked is one of the
ideals that the Silver Knight tries to live up to and slaying a dark
wizard or a black-heart knave is no burden on their conscience.

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Wayward Fey

10

Silver
Acknowledgments
Knight
Using Silver Knights

Allies and Swordmasters

The Silver Knight is the most martial of the fey creatures


presented in this work. As a social encounter, the Silver
Knight is a perfect creature to introduce for players who
are fond of French Romance and Arthurian Legend.

The Silver Knight can be an excellent source of powerful


treasure. It is effectively an animated suit of shiny fullplate armor, so take care when you present the challenge to
defeat it because you will have handed your players an 18
AC.

The Silver Knight can be an ally and quest-giver as easily as


a combat encounter along the road. You can even use both,
a bested Knight offering the party the opportunity to join it
on its quest to defeat the local dragon or Riddle Squirrel.
In combat, the Silver Knight should be easy enough to runyou are effectively controlling a very difficult to hit Paladin
fighting with longsword and shield or longsword in two
hands, if you want to make the Silver Knight a less unas
sailable target.
The ability to use Compelled Duel at will combined with I
Demand Satisfaction Sir allows the Knight to draw lippy
player characters into very one-sided single-combat. In
groups, combined with other Silver Knights or fey, the
Knight is an astonishingly effective tank.
A friendly Silver Knight is enough to allow an otherwise
under-levelled party to take on significantly dangerous
monsters by taking heat off of them. Whenever you use a
Silver Knight as an ally, consider that you are placing a su
per-tank Paladin equivalent into the party and scale the
monsters they fight accordingly.

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The Knight who is bested but shown quarter or who is aid


ed in its quest is also valuable. The Silver Knight can teach
any character proficiency with the Longsword, teach those
proficient in that weapon the Dueling combat style and
will happily use the Find Steed or Magic Weapon spells to as
sist allies in need with transport or temporary attack pow
er.
Note that the Silver Knight's Magic Weapon spell allows it to
fight with an enchanted sword, but the longsowrd it car
ries, unless you equip it otherwise, is entirely mundane.
As a final reward possibility, the Silver Knight can offer to
induct a noble warrior into its order. The Silver Knights
will consider non-Silver Knights honorary members if they
possess the proficiency with the Longsword and with the
Duelist style and have assisted one of their number in a
quest. Induction into the order allows the player character
to rely on the aid of Silver Knights met throughout the Fey
wild- assuming she remembers her manners of course.

Wayward Fey

11

Streamling
Acknowledgments
We came at last to the river, and it was running with a fierce
spirit. Sitting on a log near the flowing torrent was a froglike nixie, and if I had been less careless, I might not have
been swept away to nearly drown.
-Bodger the Bold, Halfling Bard

Spirits of the River


In much the same way that Dryads are bound to and a part
of their home trees, Streamlings are a part of the rivers they
travel along. Born at the source of their streams, they travel
to the mouth, gaze upon the sea, then begin the long jour
ney back to where they were born to lay their eggs and die.
Streamlings are about three feet tall and resemble a sort of
skinny, froglike humanoid. They have wide, black, bulbous
eyes that they occasionally lick with their long, slimy
tongues.

Flowing Ever On
Streamlings are short lived, and always seem to be in a hur
ry to either flow to the end of the river or return to its
source to spawn. Rarely, they may pause on their route to
examine something they've never seen before. The Stream
lings have a sense of friendly, childlike wonder for the
world when traveling downstream, replaced with a light
hearted determination as they make their way back to
where they began.
The rivers they travel become dangerous, and those who
wish to cross their streams learn either to appease the fran
tic nature of the Streamling or else wait until it has passed.
Regional Effects
When a Streamling is traveling along a river, it is invigorated and
flows more violently and perilously than at other times. The
Streamling is unaware that its passing is the cause of such danger
but is in too much of a hurry most of the time to notice animals and
unlucky travelers being swept to their dooms by it's curious nature.

Streamling
Small fey, Chaotic Good
Armor Class 13 (natural armor)
Hit Points
28 (4d6)
Speed
20 ft., swim 40 ft.
STR

DEX

CON

INT

WIS

CHA

7 (-2)

12 (+1)

17 (+3)

9 (-1)

10 (+0)

14 (+2)

Skills Stealth +3, Perception +2


Senses Passive Perception 12
Languages Sylvan
Challenge: 2 (450 XP)
Dagger. +1, 1d4-2 slashing damage
Slippery Trickster. As a bonus action when in the water, a
Streamling can take the Dodge, Hide or Dash action.
Calm the Roaring River. The Streamling can cause the river
affected by the effects described in the Regional Effects
sidebar to recede and become easier to cross, requiring only
a DC 13 Athletics check with advantage to swim and inflict
ing no damage on those washed downstream.
Innate Spellcasting. The Streamling's innate spellcasting
ability is Charisma (spell save DC 12, +4 to hit with spell at
tacks). It can innately cast the following spells, requiring
no material components:
At Will: Poison Spray, Druidcraft
1/day each: Waterbreathing (up to 5 targets), Fog Cloud, Jump,
Counterspell, Conjure Animals (always summons 4 crocodiles
[MM pg. 320])

A Streamlng river swells its banks and cannot be forded as it be


comes to deep to walk in. Characters wishing to cross the river
must make a DC 15 Athletics check with disadvantage to swim or
recover from being swept away. Those who fail this roll are swept
downstream 1d4 miles and take 3d6 bludgeoning damage.
Jury-rigged rope bridges, hardy rafts and giant turtles created with
the Enlarge spell or other magic offer ready ways to cross a river
beset by the urgency of a Streamling. The creature is not normally
hostile and can be negotiated with to calm the river if treated with
friendliness.

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Wayward Fey

12

Streamling
Acknowledgments
Using Streamlings

Streamling Eggs

The Streamling presents a different kind of challenge for


the players than a combat or social encounter. The Region
al Effects sidebar describes the problem of the nearly im
passable river. Use a Streamling when you need to create a
sense of urgency to reach a wilderness or Feywild location,
the delay that the Streamling is almost sure to impose cre
ates a sense of excitement for players not bound to combat.

The Streamling is the life of the river the same way a Dryad
is the life of her tree. If you are in need of a villainous plot
to deploy, have your ne'er-do-well brigand lord or goblin
chieftain steal the egg of the dying Streamling from the
source of the river before it can hatch.

If the PCs master the river, grant an appropriate sum of XP.


The Streamling can of course become the target of attack if
your players prefer a more militant approach to the crea
ture. It's relatively fragile HP and AC are supplemented by
it's roguelike slipperiness and the Counterspell spell can
help it avoid being dispatched out of hand by a wizard in an
ill temper.
If the Streamling is the target of combat, it will generally
seek to flee, leaving behind crocodiles to cover its escape
and perhaps deploying the odd casting of Poison Spray or
Fog Cloud to give the reptiles an advantage.
Some Streamlings and their offspring can be given the
name of the river they inhabit, and wise fey know that
some rivers are simply impassable.

Not for resale. Permission granted to print or photocopy this document for personal use only.

The egg of the Streamling appears as a lustrous pearl about


the size of a child's fist and it cannot hatch except in water.
The egg will keep almost indefinitely and is almost impos
sible to destroy, such is its magical shell. However, the egg
can only hatch when immersed in water at the source of the
river from which it's parent sprang.
If the egg does not hatch, the source of the river will begin
to die, and water will cease to flow from it within 1 week of
the old Streamling's passing. A shallow pool is left in it's
place.
The mountain springs where the Streamlings nest can be
restored if so diminished by returning the egg to its nest
and ensuring that the new Streamling hatches and gets on
its way to the sea.
The restoration of a Streamling's river can make an excel
lent adventure, especially if your PCs met the old Stream
ling in a previous session.

Wayward Fey

13

Acknowledgments
It's my hope that this work helps you to unlock some of the
more fantastic storytelling potential of the Feywild and
that you enjoy and laugh at the times you have playing with
these creatures. Thank you very much for downloading my
work, it's my great privilege to share my hobby with you.
-Adam Locke

Special thanks to Dale Robbins who created the superb


OpenOffice template that was used to produce this work. A
week of formatting was reduced to a pleasant day of tran
scribing DM notes to PDF (after installing a font or two).
Thanks are also in order for my players and friends who
have participated in the rewarding and often hilarious ses
sions that constituted the playtesting for these creations
and of course to my darling Chris, who has never hesitated
to give me a proofreading.
In no particular order
Jordan Bennett, Joe Ayers, Nicolas Belizzi, Alex Hogan, Jeff
Loeser, Nick Jones, Ingrid Ericson, Martin Oscarsson, Jonas
Hadders and Robert Arntsen

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Wayward Fey

14

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