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Faerie Leader

by Sheldon Morris

Small fey, any alignment
Armour Class 13
Hit Points 21 (6d6)
Speed 30 ft., fly 60 ft. (hover)
8 (-1)|17 (+3)|10 (+0)|13 (+1)|13 (+1)|14 (+2)
Skills Stealth +5, Perception +3
Senses truesight 120 ft., passive Perception 13
Languages Faerie, Giant, Draconic, Sylvan
Challenge 1 (200 XP)

Superior Invisibility. As a bonus action, the faerie can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the faerie wears or carries is invisible with it.

Gaseous Cloud Form. The faerie can use its bonus action to polymorph into a Small gaseous cloud, or back to its true form. While in cloud form, the faerie can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the cloud can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all non-magical damage.

Innate Spellcasting. The faerie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The faerie can innately cast the following spells, requiring no material components:

At will: mending, shillelagh
2/day each: charm person, faerie fire, fog cloud, speak with animals
1/day each: goodberry, gust of wind, moonbeam

Multiattack. The faerie makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 15/45 ft., . one target.
Hit: 5 (1d4 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Ride the Wind. When the it enters the line of strong wind created by a gust of wind spell, the faerie can use its reaction to ride the line of wind to its end point without having to spend movement.