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Published by goroiamanuci, 2023-08-22 18:46:16

Fey Beasts Template - TheArenaGuy

Fey Beasts Template - TheArenaGuy

MONSTER TEMPLATE FEY BEASTS A fey beast is a mundane animal that has been exposed to extreme fey energies. This is most frequently seen in groups of beasts that now call the Feywild home, many of which simply wandered through a portal by chance or were intentionally transported there long ago. Isolated incidents of fey beasts may appear as the result of a brief but massive surge of fey magic, often by a powerful archfey meddling in the affairs of the Material Plane. FEY BEAST TEMPLATE All fey beasts gain the Type and Languages modifications below. A fey beast may have one or several of the other traits and action options listed, typically gaining a number of traits and action options of your choice equal to its challenge rating (a minimum of 1). Type. The fey beast’s type changes from beast to fey. Languages. If the fey beast has an Intelligence score of 3 or higher and doesn’t already speak Sylvan, it understands Sylvan but can’t speak it. Barkskin. The fey beast has an AC of 16. Fey-Touched. The fey beast has advantage on saving throws against being charmed or frightened. Innate Spellcasting: Entangle (1/Day). The fey beast can cast the entangle spell, requiring no material or verbal components. Wisdom is its spellcasting ability for this spell. Innate Spellcasting: Spike Growth (1/Day). The fey beast can cast the spike growth spell, requiring no material or verbal components. Wisdom is its spellcasting ability for this spell. Natural Camouflage. When the fey beast is in forest or grassland terrain, it has advantage on Dexterity (Stealth) checks. Plant Stride. The fey beast can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, plants that are magically created or manipulated don’t impede its movement, such as those created by the entangle spell. Rooted. The fey beast has advantage on saving throws against effects that would push it, pull it, or knock it prone. Tree Stride. Once on the fey beast’s turn, it can use 10 feet of movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least one size larger than the fey beast. New Action: Nature Sense. The fey beast can magically learn the direction and distance to the closest beast or plant within 5 miles of it of a kind it specifies, if any are present. New Action: Teleport (Recharge 4–6). The fey beast magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Before or after teleporting, the fey beast can make one attack. TheArenaGuy  Art Credit: Wizards of the Coast


FEY GIANT ELK Huge fey, unaligned Armor Class 16 (barkskin) Hit Points 42 (5d12 + 10) Speed 60 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 7 (–2) 14 (+2) 10 (+0) Skills Perception +4 Senses passive Perception 14 Languages Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them Challenge 2 (450 XP) Barkskin. The elk has an AC of 16. Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Plant Stride. The elk can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, plants that are magically created or manipulated don’t impede its movement, such as those created by the entangle spell. ACTIONS Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage. FEY SABER-TOOTHED TIGER Large fey, unaligned Armor Class 12 Hit Points 52 (7d10 + 14) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 3 (–4) 12 (+1) 8 (–1) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages understands Sylvan but can’t speak it Challenge 2 (450 XP) Fey-Touched. The tiger has advantage on saving throws against being charmed or frightened. Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Tree Stride. Once on the tiger’s turn, it can use 10 feet of movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of the rst tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least one size larger than the tiger. ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage. Art Credit: Wizards of the Coast


FEY MAMMOTH Huge fey, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 9 (–1) 21 (+5) 3 (–4) 11 (+0) 6 (–2) Senses passive Perception 10 Languages understands Sylvan but can’t speak it Challenge 6 (2,300 XP) Innate Spellcasting. The mammoth’s innate spellcasting ability is Wisdom (spell save DC 11). The mammoth can cast the following spells, requiring no material or verbal components: 1/day: entangle, spike growth Natural Camou age. When the mammoth is in forest or grassland terrain, it has advantage on Dexterity (Stealth) checks. Rooted. The mammoth has advantage on saving throws against effects that would push it, pull it, or knock it prone. Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. ACTIONS Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage. Nature Sense. The mammoth magically learns the direction and distance to the closest beast or plant within 5 miles of it of a kind it speci es, if any are present. Teleport (Recharge 4–6). The mammoth magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Before or after teleporting, the mammoth can make one attack. Art Credit: Wizards of the Coast


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