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Ethereal marauder Solitary, Stealthy, Planar Bite with mandibles (d10 damage) 12 HP 1 armor Close Special Qualities: Three eyes; three mandibles A predatory monster resembling a bipedal, two-legged lizard with long, flexible tails and four eyes. Its triangular mouth is lined with black teeth and flanked by three mandibles. The marauder can shunt itself between planes, ambushing with a bite, retreating, then returning to consume its bled-out prey. Instinct: To hunt across the planes
- Phase between planes
- Ambush through planes
- Jaunts through planes
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Dragonne Solitary, Large, Organized Sonorous roar (b[2d6+2] damage 1 piercing) 12HP 2 armor Near Also known as Liondrakes, these predators are a combination of a dragon and lion. Highly territorial, but not evil or sadistic, dragonnes will usually warn intruders before they savage them. Despite their enormous wings, they are only capable of limited short stints of flight. Many try to tame and keep dragonnes as exotic pets and many familiars take their shape. Instinct: To hunt and make a lair
- Leap and glide
- Roar for the pride
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Delver Solitary, Large, Cautious, Amorphous Corrode with slime; swat with claws (d10 damage) 19 HP 5 armor Special Qualities: Darkvision; mucus secretion An enormous, subterranean aberration resembling a rocky slug. The delver's entire underside is its mouth. It has two, huge clawed flippers which it uses to tunnel honeycomb lairs through stone. Its rocky hide secretes corrosive fluid to help with burrowing. Instinct: To tunnel enormous caverns through the earth
- Emit corrosive slime
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Avoral Solitary, Tiny, Magical, Intelligent, Planar Rend with talons (d10-2 damage) 12 HP 0 armor Hand, Near Special Qualities: Large wings A large celestial eagle with enormous wings and talons. Avorals are dedicated to good and often leave their home plane to explore and slay evil where they find it. Instinct: To indulge in wanderlust
- Hunt down evil
- Conjure wind; heal with word
- Celestial insight
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Arrowhawk Solitary Electric bolt (b[2d10] damage 1 piercing) 12 HP 1 armor Close, Near, Far Special Qualities: Four wings; four eyes Large avian creatures attuned to the elements of air. They have four wings, four eyes, and blue scales denoting their attunement with lightning, which they use to kill and hunt large prey. Arrowhawks can fly incredibly fast, ambushing the unwary. They are territorial and always hungry. Instinct: Defend its nest and hunt large prey
- Levitate and fly at supersonic speeds
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Sylph Solitary, Tiny, Stealthy, Magical, Intelligent Blast with wind (w[2d10-2] damage) 12 HP 0 armor Hand, Reach, Near, Far Special Qualities: Dragonfly wings A tiny fey creature with dragonfly wings, sylphs are often beautiful, carefree, and incredibly curious. They wield innate air magic that helps them fly at great speed, evade danger, and blast their enemies. They rarely settle down, but chase their curiosities about the known world. As such, sylphs bond easily with adventurers and intelluctuals. Instinct: To pursue adventure
- Charm with earnestness
- Turn invisible
- Conjur elementals; provoke thunderstorms when angry
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Yule Father Solitary, Large, Magical, Divine, Intelligent, Hoarder, Planar Yule Staff (w[2d12+2] damage) 18 HP 4 armor Reach, Near A large fey spirit that even in those of the Feywild know little about. At Yuletide, the Yule Father is known to appear to grant gifts to the worthy or hex evil creatures and punish them. He resembles an enormous giant man with green wools, a staff of hollybranch, and a crown of mistletoe. His large white beard is nearly as big as he is. Instinct: To reward the worthy and punish the deserving
- Give out presents or punishments
- Summon presents; hex as punishment
- Fey insight
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Winterling Group, Tiny, Magical, Intelligent Blast with cold (d8-2 damage) 6 HP 0 armor Hand, Ignores Armor, Near Perhaps it is the cold that has turned a pixie's mischief into winterling's danger. Blue-skinned and malicious, winterlings prank and torment travellers in cold regions with their cold magic. When questioned, some winterlings say they simply want to defend their isolated homes from the other races and the encroachment of civilisation. Instinct: To play a deadly prank
- Harness winter magic
- Extinguish fire; provoke avalanche
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Grig Group, Tiny, Magical, Devious, Organized, Intelligent Dart; needle blade (w[2d4-2] damage) 6 HP 0 armor Hand, Near Special Qualities: Cricket legs; fey wings A type of sprite with cricket legs, grigs are peaceful and laidback fey who enjoy nothing more than a fiddle and some sap. Living together in orchestras within the ground or hollow trees, grigs enjoy pranking 'big people' with mischief and magical music. Instinct: To prank the big people
- Play the fiddle
- Play a magical tune
- Compel to dance
- Wake the orchestra
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Sea Sprite Group, Tiny, Magical, Organized, Intelligent Fey Crossbow (d8-2 damage) 6 HP 1 armor Hand, Near, Far Special Qualities: Gills Marine sprites with gills instead of wings, Sea Sprites build their homes in coral reefs, the sea floor, and amoeba. Despite being tiny, they are armed with fey crossbows that shoot underwater and can vanish easily amongst the tides. Instinct: To protect their marine homes
- Shoot their bow
- Turn invisible
- Wake the reef