Fae
Tiny • Fey • Chaotic
Armor Class 15
Hit Points 56 (16d4 + 16)
Speed 10 ft., fly 40 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 20 (+5) | 12 (+1) | 14 (+2) | 15 (+2) | 18 (+4) |
Saving Throws Dex +7, Int +4, Cha +6
Skills Animal Handling +4, Deception +6, Nature +4, Perception +4, Persuasion +6, Stealth +7
Senses passive Perception 14
Languages Common, Druidic, Elvish, Sylvan
CR 4 (XP 1,100; PB +2)

Flittering. The fae doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The fae has advantage on saving throws against spells and other magical effects.
ACTIONS
Befuddling Touch. Wisdom Saving Throw: DC 14, one creature within 5 feet of the fae that it can see. Failure: 22 (4d10) psychic damage, and the fae can cause one of the following effects:
- The target becomes incapacitated until the end of its next turn.
- The target must use its reaction to move up to its speed in a random direction.
- The target must use its reaction to make a melee attack against one creature within its reach, the fae chooses.
Spellcasting. The fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: druidcraft, minor illusion
1/day: confusion, dispel magic, fly, polymorph, greater restoration, irresistible dance, seeming
Superior Invisibility. The fae magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the fae wears or carries is invisible with it.
Fae
Tiny • Fey • Chaotic
Armor Class 14
Hit Points 20 (8d4)
Speed 10 ft., fly 40 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 18 (+4) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) |
Saving Throws Dex +6, Int +3, Cha +5
Skills Animal Handling +3, Deception +5, Nature +3, Perception +3, Persuasion +5, Stealth +6
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
CR 1 (XP 200; PB +2)

Flittering. The fae doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The fae has advantage on saving throws against spells and other magical effects.
ACTIONS
Befuddling Touch. Wisdom Saving Throw: DC 13, one creature within 5 feet of the fae that it can see. Failure: 13 (3d8) psychic damage, and the fae can cause one of the following effects:
- The target becomes incapacitated until the end of its next turn.
- The target must use its reaction to move up to its speed in a random direction.
- The target must use its reaction to make a melee attack against one creature within its reach, the fae chooses.
Spellcasting. The fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At will: druidcraft, minor illusion
1/day: dispel magic, fly, lesser restoration, seeming
Superior Invisibility. The fae magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the fae wears or carries is invisible with it.
Fae
Tiny • Fey • Chaotic
Armor Class 16
Hit Points 90 (20d4 + 40)
Speed 10 ft., fly 40 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 22 (+6) | 14 (+2) | 16 (+3) | 17 (+3) | 20 (+5) |
Saving Throws Dex +9, Int +6, Cha +8
Skills Animal Handling +6, Deception +8, Nature +6, Perception +6, Persuasion +8, Stealth +9
Senses passive Perception 16
Languages Common, Druidic, Elvish, Sylvan
CR 7 (XP 2,900; PB +3)

Flittering. The fae doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The fae has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The fae uses its Befuddling Touch twice.
Befuddling Touch. Wisdom Saving Throw: DC 16, one creature within 5 feet of the fae that it can see. Failure: 22 (4d10) psychic damage, and the fae can cause one of the following effects:
- The target becomes incapacitated until the end of its next turn.
- The target must use its reaction to move up to its speed in a random direction.
- The target must use its reaction to make a melee attack against one creature within its reach, the fae chooses.
Spellcasting. The fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: druidcraft, minor illusion
1/day: confusion, dispel magic, fly, polymorph, greater restoration, irresistible dance, seeming
Superior Invisibility. The fae magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the fae wears or carries is invisible with it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
