Fey Creatures 5e & Nereid
In 5e, dnd, Fey were creatures in the Fey wild, a parallel plane to the Prime. Many were typified as with supernatural abilities and a link to nature or another force or location. Sylvan in the language of the fey. Fey or faeries are creatures of any size, form, feel, or odor, exemplifying and populated natural wonder.
Noble eladrins dominated them along with other archfey.
Legends in Fey creatures 5e
There were many unsubstantiated legends regarding fey around Toril, particularly in the forested regions of the Dalelands and the like. Faeries like excellent and friendly lands, with warm, lush forests and babbling brooks. They are short and pleasant, with a twinkle in their eye, pronouncing wealth and good fortune on these deserving, who often occurred to be the mortals who discovered them.
The genuinely uninformed would see the elves, dwarves, gnomes, and even goblins as a form of the fey.
Much like any legend in Fey creatures 5e, there was a taste of truth within. Many fairies were miniature, and many of the legends regarding fey were correct. Many fey, pixies, for instance, could only be seen by those to whom they choose to reveal themselves, though strong wizards could often make them out. Elves and fey were united by common belief, by their connection to a natural innocence. For the fey, this was sufficient to create a relationship of look.
Gnomes appreciated making light of supposedly serious things, which combined them with fey as well, though only in attitude. Fey and goblins may be connected more closely by old bloodlines, but this was conjecture.
Are Fey creatures connected to nature in 5e?
As for if fairies desired weal and woe, both were the situation. Fey are creatures connected closely to nature. In 5e, as rain from clouds stored farmers and troubled travelers, so did fey assist some and injure others. Fey was a people of many distinct alignments and interests like humans were. Just as most people, dwarves, and elves concern themselves little with all the fair folk. Therefore, by and large, the fair folk discuss themselves very little with all the mortal races.
The most potent legend concerning fey went back eons to the creator races. Some sages claimed that fey creatures known as the leShay were one of those four, maybe five, founder races. Others handed this off as pure crap. Going to the source, asking ancient fairies, proved to be a hassle, alas, as none seemed interested in supplying a straight answer.
To protect oneself from fey, an individual ought to take iron wear the color red, flip their clothes inside out, or be close water. Iron is detrimental to faeries’ epidermis. The color red and inside-out clothing a sort of camouflage since the fair folk couldn’t see it, and running water a supply for interrupting magic spells or poor fortune.
Creatures of Fey in 5e dnd beyond
There are many different fey creatures, and relations between them might be challenging to recognize, other than being natives of the Feywild. Some common threads may be drawn between specific smaller groups, but some were impossible to classify.
Some fey associated with particular all-natural locations such as water bodies, landmarks, or other geographical characteristics. These comprised dryads, hamadryads, nymphs, nereids, oreads, and fossergrim.
Other fey were reported as being born from feelings felt while in the Feywild, manifested due to that plane’s strange energy.
Another group that was readily identified were the hags: sea hags, green hags, annises, and bheur hags were fey; the night hag, though connected, was a fiend.
All of the “sprites” were small, mostly humanoid fey, most using a few insect-like attributes (such as wings). Aside from the classical sprite, there were also the fairies, grigs, atomies, and nixies.
Classification of 5e Creatures in Fey
Many fey couldn’t be classified into any bigger group beyond being associated with nature or emotion. These included:
Dragons: Faerie dragon, Mirage dragon
Centauroid: Satyr, Korred, Hybsil
Winged fey: Sylph, Winterling, Gloura
Tiny fey: Leprechaun, Brownie, Killmoulis, Jermlaine, Quickling
Dog-like fey: Blink dog, Yeth hound
Relationships involving souls and forms of existence
Unintelligent undead, for example, is shells of creatures that previously possessed spirits. However, these undead does not have souls of their own and are little more than automatons revived by negative energy.
Fey magic, although suspended in illusionary glamer, is powerful and hard to resist. All spells you cast are believed Illusion (glamer) charms along with any other spell kind.
Are Fey creatures immortal in 5e?
Fey are the creatures from the Feywild, a parallel plane to the Material Plane. They are ardently magical, and some are even immortal.
Are dwarves Fey?
The genuinely uninformed would observe the elves, dwarves, gnomes, and even goblins as a form of the fey.
Conjure Fey creatures 5e
Concentration 1 Hour
In 5e, you muster a fey creature of challenge rating lower or 6, or a fey spirit that takes the kind of a beast of challenge rating lower or 6. It seems in a space that you can see within reach. The fey creature disappears when it falls to 0 hit points or if the spell ends.
Roll initiative for the creature, which has its turns. If you don’t issue any commands to the fey monster, it defends itself from hostile creatures but takes no actions.
If your concentration is broken, the fey monster does not disappear. Instead, you lose control of this fey creature, it becomes hostile toward you and your companions, and it might attack. You can’t dismiss a wild fey creature, and it disappears 1 hour once you summoned it.
GM has the fey creature’s statistics. Some sample creatures are given below.
When you cast this spell using a 7th or higher spell slot, the battle score increases by 1 for each slot degree over 6th.
Fey Sample Creatures in 5e
Volo’s Guide to Monsters offers lots of new possibilities for profound forest encounters and conjure fey summonees. Today I’m going to look at three of these: darklings, quicklings, and redcaps.
They’re high in Dexterity, above-average in Constitution, and below-average in Power, marking them as snipers and jolt attackers who must carefully pick their battles. If they can’t handle their mischief with secrecy and Stealth, they will need to compensate with amounts. But nothing in the Volo’s taste texts indicates they’re prolific, so secrecy it’s. Fortunately for them, they’re proficient in Acrobatics and Deception and expert in both Perception and Stealth.
They’ve 120 feet of dark vision topped off with 30 feet of blindsight; they’re also light-sensitive, giving them drawback attack rolls and Perception tests in bright light. Dim light is ideal for them, but they can function capably in total darkness–even, to a certain extent, on a magical night.
They have only one attack: a very simple dagger strike, either melee or ranged. However, built into this assault is additional damage when they attack with benefit –a partial equal of the Sneak Attack 5e attribute. The simplest way to allow them to strike with advantage is to shoot in darkness against a goal that lacks dark vision.
Ideally, they’d attack from range, but should they throw a dagger from over 20 feet off, they lose their benefit. Therefore a stab in the back it’s going to need to be, or at least a dagger thrown out well inside the range of their enemy’s ability to close with them.
Did anyone spot them before making that first sneak attack? I believe that won’t even go through with the fight. They’ll Dash away. Suppose they can not finish off their targets in two rounds of combat. If enemies surround them, they will also skedaddle, Dashing if in reach of just one enemy, even Disengaging if within the distance of over one.
Darklings in Fey creatures 5e
Darklings’ Death Flash attribute offers no advantage to some lone darkling in terms of either their survival or their capacity to finish a mission. But multiple darklings, despite their loathing of glowing light, can take advantage of it.
Since the flash is instantaneous–later it happens, they’re no longer in bright light, so they no longer endure drawback in their strikes. And even if the flash blinds them, they could still utilize their blindsight to function, providing them sneak attack opportunities against overwhelmed opponents.
Darkling elders are similar to darklings in all fundamental principles. They’ve Multiattack, which lets them attack twice rather than once; carry shortswords, so they do more damage with each strike. And get yet another die of coronary attack damage.
However, their key strength is that their Darkness feature, which they can use once per encounter. Remember how I said darklings could operate capably in magical darkness? Boom. Twilight, the part shuts down enemies with a dark vision. At the same time, they are enabling the darkling elder. And its allies to ravage largely unimpeded, as long as they are not more than 30 feet from their foes.
Also, their Death Burn, past merely blinding everyone around them, additionally does radiant damage.
Quicklings in Fey creatures 5e
Quicklings are malicious and capricious, though based on the flavor text from Volo’s, they do not kill just for the sake of killing. Instead, they’re more inclined to perpetuate cruel pranks. Hence, they won’t carry out ambush attacks, regardless of their proficiency in Stealth.
They likely won’t struggle at all unless they are cornered. Did you resolve to present quicklings to your effort? It would be best if you played them as constant nuisances, interrupting the player characters’ lives and plans, then hightailing it. (Get familiar with the Chases rules in the Dungeon Master’s Guide, pages 252–55, and impose plenty of obstacles.)
It is between their moderately large armor class and their Blurred Movement attribute. It imposes a disadvantage on strikes against them unless enemies incapacitate or restrain them. They don’t fear chance attacks, no matter how many competitions surround them.
Thus, even a cornered quickling will not remain cornered for long. It will Utilize its dagger, then proceed through any gap in its opponents’ line in four times their average movement speed. When it’s no longer succeeds, it is free to Dash, and forget about any chance of grabbing it afterward.
In case quicklings are opposed to murder, redcaps are just the opposite–they live for this. They have no stealth requirement: they are vicious little brutes, together with exceptional Power and Constitution. That is just as well since their Iron Boots make it difficult to miss their existence.
Ironbound Pursuit action in Fey creatures 5e
The Ironbound Pursuit action is similar to other monsters’ Charge and Pounce attributes, enabling a redcap to likely knock its enemy. Still, it also integrates the equivalent of a Dash action. Although redcaps have a Speed of just 25 ft, they could close a distance of 50 feet in a single round and still attack using the Ironbound Pursuit activity. That, therefore, is how they will initiate battle.
As soon as they’re engaged with an enemy, their Multi-attack activity gives them three melee strikes. Having attracted blood, they’re persistent. Any enemy who attempts to run off will pursue, using Ironbound Pursuit when their normal movement is not enough.
(Once more, familiarity with Chases is essential, except that time, it’s the PCs who’ll be attempting to get away since redcaps won’t give up till their quarry eludes them.)
That leaves the Outsize Power feature. Half of it’s so situational. It leaves you wondering why it is there. Wielding a heavy weapon doesn’t impose a disadvantage in their attacks. Their stat block does not give them a heavy weapon, and their Multiattack mainly includes only attacks with their Wicked Sickles.
I guess that an opponent could disarm it, and the nearest weapon lying around could be a halberd or something. But three successful sickle strikes do an average total of 26 points of damage. In contrast, one halberd hit could make only 10 points of damage usually. Meh. Disregard this Part of Outsize Strength.
Grappling in Fey creatures 5e
It is another part that matters. Grappling, the redcap is Medium. What does this indicate? Redcaps are Little creatures, and also, a creature can grapple an enemy up to one size bigger than itself. However, PCs are Medium size, if not Small themselves.
Outsize Power lets redcaps grapple Big creatures. That means they can wrestle a horse. They can also grapple a druid who’s Wild Shaped to a lion, tiger, or brown bear.
Multi-attack gives a redcap three Wicked Sickle strikes, period.
It can’t substitute grappling for some of those strikes. It would have to replace grappling with your whole Multi-attack. Nor can any creature grapple as an opportunity attack.
Redcaps in Fey creatures 5e
Redcaps, although vicious, are not very fast. Their base movement is only 25 feet. Any competitor who Dashes can outdistance them readily. So to make any usage of Outsize Strength, here’s what needs to happen:
On its first turn, the redcap uses Ironbound Pursuit to close distance, assault, and (hopefully) knock its rival prone. Presumably, the opponent will get up. It must use half their motion to do–then either engage in melee or straight away using the remainder of their movement. If the opponent Dashes rather than Disengage, the redcap gets a chance attack.
On its next flip, suppose the opponent did not engage in melee or even Dash away. The redcap uses its normal motion to close the distance again, then uses its action to grapple the opponent, reducing its movement to 0.
Subsequently, on its third twist, the redcap Multi-attacks its grappled opponent. (If the opponent didn’t attempt to get away, the redcap Multi-attacks on its second turn, it only grapples the enemy while he or she tries to escape.)
That is slow, and I don’t love it. But the option is the Outsize Strength attribute never gets any use at all. Since redcaps have this feature, they are going to use it somehow. Preemptively grappling opponents to make sure they can not escape seems like the most plausible application.
How does a redcap ever flee when injured in 5e fey creatures?
Here’s a tricky question: How Does a redcap ever flee when injured? Redcaps are magically created, not evolved. And there’s something of a cousin to ideology here that may override a survival instinct.
Exhibit B:” a redcap has to soak its fur in the blood of its victims. A redcap’s desire to slay is frozen in its will to endure.” Therefore there is a survival instinct here, a powerful one. Once created, a redcap wishes to stay around.
I think the resolution is that the redcap has just barely enough Wisdom to recognize when it is outmatched. It needs to murder, but it also grasps that it will not get the blood it needs from a”victim” who is likely to kill it first. After any form of combat, it ends with all the redcap seriously wounded (decreased to 18 hp or fewer).
In comparison, its competitor has 40 percent or more of his or her full hit points or the redcap moderately wounded (reduced to 31 hp or fewer). In contrast, its competitor still has 70 percent or greater of his or her full hit points. The tiny monster reads the writing on the wall, hisses nastily, and Dashes away.
Nereid in dnd 5e is a Medium fey, chaotic neutral. Nereids are inconsistent and often dangerous aquatic fey that appear as gorgeous women, often seen showering unclothed in the water. Many seamen have met their doom following a nereid, for though a nereid’s beauty is mysterious, her watery kiss is death. Others attempt out nereids, for if one can achieve control over the creature’s shawl, the cloth can be used to force the nereid’s compliance. A nereid, required to obey in this manner, immediately attempts to slay her master as soon as she can secure her shawl’s safety.
- Armor Class: 19
- Hit Points: 120 (12d8+48)
- Speed: 30 ft.
- Swim: 60 ft.
- STR: 11 (+0)
- DEX: 21 (+5)
- CON: 19 (+4)
- INT: 14 (+2)
- WIS: 18 (+4)
- CHA: 18 (+4)
- Skills Nature +5, Perception +7, Perform +10
- Senses darkvision 60 ft.; passive Perception 17
- Languages Aquan, Common, Sylvan
- Challenge 7 (2,900 XP)
Innate Spellcasting: The nereid’s natural spellcasting ability is Wisdom (spell save DC 15). The nereid may innately cast the subsequent spells, needing no material components:
At will: control water
Magic Resistance: The nereid holds an advantage on saving throws against spells and additional magical effects.
Shawl: A nereid’s mantle (6 hit points) includes a portion of her life force. If someone destroys the cloak, the nereid suffers 1d6 necrotic damage per hour till she dies. A nereid can craft a different shawl from water by creating a DC 10 Wisdom check, but each trial takes 1d4 hours to complete.
Transparency: While underwater, a nereid’s body converts transparent, effectively presenting her invisible. She can display visible or transparent on her turn outwardly using an action.
Unarmored Defense: If she uses no armor, a nereid’s Armor Class equals 10 + her Dexterity modifier + her Charisma modifier.
Actions of Nereid 5e
Multiattack: The nereid employs Beguile, then Suggestion.
The Ranged Weapon Attack: +8 to hit, range 30/60 feet., one target.
Hit: The target should make a DC 15 Constitution saving throw. On each failure, the target receives a toxin for 1 minute. A target is dazzled while poisoned. After each of its turns, the target might make a new Constitution saving throw naturally. On a success, the target has no more poison.
Beguile: Any creature inside 30 feet of the nereid should make a DC 15 Wisdom saving throw. If failed, they have a disadvantage on Wisdom (Perception) checks to see any creature other than the nereid. Creatures in conflict with the nereid have an advantage on this saving throw, and creatures that may not be charmed are immune. The effect finishes if the nereid is incapacitated or cannot be seen.
Drowning Kiss. A nereid may flood the lungs of one target within 5 feet that is ready, incapacitated, or influenced by her Beguile. She encounters the target traditionally by loving the creature on the lips. The target should take a DC 15 Constitution saving throw or immediately begin drowning. Drowning creatures start choking. At the end of each of the turns, the target can earn another Constitution saving throw. On every success, the target is no longer drowning.
Suggestion: The nereid suggests a creature she can see within 30 feet to hear and appreciate her. Suppose the target fails a DC 15 Wisdom saving throw. In that case, it pursues the recommended course of action to the best of its ability. The outcome ends while the action gets completed. After 8 hours, or suppose the creature is harmed by the nereid or her partners, whichever happens first. Self-demolishing suggestions are overlooked, and creatures that can’t be charmed are immune.