Fantasy Faery Tales #9
Sleep Spreader
Sleep Spreader
These mischievous fey are held aloft by balloons and Small Fey
hold a sack filled with sleeping powder. By floating
through the air, the sleep spreader revels in flying over Armor Class 15 (Swift and Sensible), 18(Sack), 20(Balloon)
creatures and putting them to sleep in hopes of leaving Hit Points (4d6 + 4), 10(sack), 5(balloon)
them in precarious situations. These fey love to tag Speed 15ft., fly 30ft.
alongside more dangerous threats just to hamper the
success of adventurers. STR DEX CON INT WIS CHA
This monster has multiple targets as shown in the 5 (-3) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
stat block. Depending on the area targeted and
Senses darkvision 60 ft., passive Perception 13
damaged, adventurers can defeat or debilitate the sleep Languages Sylvan
spreader’s abilites. Just be careful not to fall asleep Challenge 1/4 (50 XP) Proficiency Bonus +2
when doing so!
Swift and Sensible. While unarmored, the sleep spreader may
add both its Dexterity and Wisdom modifier to its Armor Class.
Multiple Targets. The sleep spreader has multiple targets that
can be targeted. If the sleep spreader’s balloon is popped, it
falls and loses its fly speed until it makes a new balloon during
a long rest. If the spreader’s sack is ruptured, it immediately
uses its Spread Sleep Powder action and then afterward loses
the ability to use that action until it makes a new sack during a
long rest.
Actions
Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100, one
target. Hit 3 piercing damage.
Spread Sleep Powder(Recharge 5-6). The sleep spreader spreads
sleeping powder from his bag to affect other creatures. The
spreader spreads this powder in a 15-foot cone originating
from themself. Each creature within the cone’s area must
immediately make a DC 11 Wisdom saving throw. On a failed
save, an affected creature becomes groggy, causing them to
roll with disadvantage on attack rolls and ability checks until
the end of their next turn. If an affected creature critically fails
or fails their save by 5 or more, they instead fall asleep,
becoming unconscious for 1 minute. This unconscious effect
ends if the creature takes damage or if another creature uses
their action to wake them up.
Thorn Drake
Thorn drakes are plants that take the form of wingless Thorn Drake
draconic creatures. These plants like to take the form of Huge Plant
such predators in order to scare off other beasts that
would use their leaves or vines for other means. The Armor Class 11 (chain mail, shield)
plant itself is carnivorous. Unlike other plants though, Hit Points 14(1d4 + 5)
Speed 30ft.
the thorn drakes diet allows for it to grow strong natural
defenses against fire and other typical plant
STR DEX CON INT WIS CHA
weaknesses.
20 (+5) 14 (+2) 18 (+4) 5(-3) 15 (+2) 8 (-1)
Because of the thorns that grow on the plant, it can be
dangerous to try and grapple or attack it with one’s own Saves Str +8, Con +8
body. The drake’s poisoned claws allow for it to Condition Immunities blinded, charmed, deafened, frightened,
paralyze its attackers while its thorn breath can spread poisoned, prone
piercing thorns at other creatures and hold them down. Senses blindsight 120 ft., passive Perception 17
Languages None
Challenge 5 (1,800 XP) Proficiency Bonus +3
Thorned Body. A creature that hits the thorn drake with an
unarmed strike or natural weapon takes 1d4 piercing damage.
Additionally, a creature that starts their turn in a grapple with
the thorn drake, takes 1d4 piercing damage.
Fake Appearance. While remaining motionless, the Thorn Drake
is indiscernible from an ordinary plant.
Actions
Multiattack. The thorn drake makes one bite and one poisoned
claws attack or two poisoned claws attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit
15 (2d10 + 5) piercing damage.
Poisoned Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 9 (2d4 + 5) piercing damage and the target must
make a DC 15 Constitution saving throw. On a failed save an
affected target takes 4(2d4) poison damage, taking only half as
much on a success. If the target fails their save by 5 or more,
roll 1d20. On a result of 5 or lower, the target is paralyzed until
the end of the drake’s next turn. On a result of 6 or higher, the
target is poisoned until the end of the drake’s next turn. A
creature immune to the poisoned condition is immune to the
paralyzed and poisoned effects of this attack.
Thorn Breath. The thorn drake exhales a barrage of thorns in a
30-foot cone directly in front of it. Each creature in the cone’s
area must immediately make a DC 15 Dexterity saving throw.
On a failed save, an affected creature takes 22 (10d4) piercing
damage and is restrained until the end of the drake’s next turn
as the thorns pin them to a surface. A creature pinned down
can use their action to make an Acrobatics or Athletics check to
break free from the thorns(escape DC 15). On a successful
save, an affected creature takes only half as much damage and
isn’t restrained.
Vengeful Fairy 1st level(4 slots): faerie fire, sleep, witch bolt
Medium Fey, any neutral or any evil*
2nd level(3 slots): invisibility, scorching ray
Armor Class 18(natural armor)
Hit Points 165(22d8 + 66) 3rd level(3 slots): counterspell, dispel magic, fly
Speed 30ft.
4th level(3 slots): blight, conjure woodland beings,
STR DEX CON INT WIS CHA 5th level(2 slots): scrying, tree stride
10 (+0) 17 (+3) 16 (+3) 18 (+4) 18 (+4) 20 (+5)
6th level(1 slots): wall of thorns
Skills Arcana +8, Deception +9, Insight +8, Intimidation +9
Perception +8, Stealth +7 Bonus Actions
Senses passive Perception 18
Languages Common, Draconic, Goblin, Sylvan Fey Step(Recharge 4-6). As a bonus action, the vengeful fairy can
Challenge 9 (5,000 XP) Proficiency Bonus +4 teleport up to 30 feet to an unoccupied space that she can see.
Reactions
Magic Resistance. The vengeful fairy has advantage on saving Mage Slayer. If another creature casts a spell while within the
throws against spells and other magical effects. vengeful fairy’s reach, she can use this reaction to make an
attack of opportunity against them. When making this
Mimicry. The vengeful fairy can mimic animal sounds and opportunity attack, she can choose to cast a cantrip against the
humanoid voices. A creature that hears the sounds can tell they targeted creature instead.
are imitations with a successful DC 19 Wisdom (Insight) check.
Legendary Actions
Actions Scepter Strike. The vengeful fairy makes an attack with her
Scepter. Melee Weapon Attack: +7 to hit, reach 5ft., one target. scepter.
Hit 11 (2d8 + 3) bludgeoning damage.
Order Allies(2 actions). The vengeful fairy chooses two allied
Spellcasting. The vengeful fairy(an 11th level spellcaster) casts creature within 120-feet of her and orders them to move. The
one of the following spells, requiring no material components creatures may use their reaction to move up to their movement
and using Charisma as the spellcasting ability (spell attack +9, speed.
spell save DC 17):
Supreme Magic(3 actions)(Recharge 5-6). The vengeful fairy casts
At Will: mage hand, minor illusion, produce flame, thorn whip, a spell.
vicious mockery
Vengeful Fairy
Lair Actions
Though most fae are quite whimsical, this does not On initiative count 20 (losing initiative ties), the vengeful
always translate into friendly and carefree. Rather, fairy takes a lair action to cause one of the following effects:
some fae might seek vengeance against humanoids or
others of their kind that have wronged them. When this Thorned roots rise from the ground in an attempt to
happens they can seek out powerful magic and allies to impale creatures. The vengeful fairy may choose up to
three creatures within 30-feet of her and force them to
achieve their goals. Beyond this, the stat block can be
make a DC 13 Dexterity saving throw. On a failed save, an
used for any fey character you might desire to grow in affected creature takes 6(2d6) piercing damage, taking
power! none on a successful save. If the creature critically fails or
Vengeful fairies have the ability to fey to fey step, fails their save by 5 or more, they become impaled on the
allowing them to maneuver around the battlefield, on root for the remainder of the round. The impaled creature
occasion, with ease. Additionally, these fairies have can use an action to free themselves or another creature
powerful magic which can be cast at creatures at impaled by the roots(escape DC 13).
alarming rates. This is due to the fey nature within the
fairy being pushed to its utmost limit, forcing their A gust of wind blows due to the sheer magical power of
energetic and chaotic fey tendencies to push another the fairy. Each creature within 30-feet of the vengeful fairy
spell out quicker than others can. To further solidify must immediately make a DC 13 Strength saving throw.
their deadliness, these fey are adept at striking other On a failed save, an affected creature is moved directly
spellcasters before they can cast with their “Mage back 5-feet and falls prone, being unaffected on a
successful save. If the creature fails their save by 5 or
Slayer” reaction. Rest assured, by utilizing its legendary
more, they are moved directly back 15-feet and fall prone.
actions and the fey’s entire statblock, you won’t be one
to be worrying about action economy.
Variant: Dragon Form
Draconic Transformation. The vengeful fairy can
choose to use an action in order to assume a mighty
draconic form. The fairy forfeits her previous humanoid Dragon Form
stat block and gains the stat block of a Young Black Should you wish to go for a more specific kind of vengeful fey
Dragon with the exception that the damage of her inspired by some classic animated movies, you can use the
breath weapon is fire, not acid . The fairy keeps her hit variant dragon form feature. By doing so, this will grant the
fey more survivability and allow it to use a devastating breath
point total instead of gaining the dragon’s hit points and
weapon for fiery destruction.
also gains 50 temporary hit points as the transformation
grants her draconic resilience. The fairy also retains her
mental scores(Int, Wis, Cha). Any equipment she is
carrying melds into the new dragon form or falls to the
floor(her choice). The fairy remains in this form for 2
turns and then reverts to her normal form thereafter.
Once the fairy has used this action it cannot do so again
until it finishes a long rest. }}
Credits & Legal
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A thank you to all those who support me on social
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shoutout to present and past patrons:
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and Steve Ford.
All other artwork done for this mini package done as AI
assisted art utilizing MidjourneyAI. More details can be
found at “[Link]“.
Formatting and coding of this product done using the
help of “The Homebrewery“. More details can be found
at “[Link]“.
Original spell ideas, original creatures, creature
variants, original items and storyline created and
dreamt up by Manacite Press.
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