Fae

Tiny • Fey • Chaotic

Armor Class 15

Hit Points 56 (16d4 + 16)

Speed 10 ft., fly 40 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
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)

A graceful winged woman with green and gold butterfly wings, wearing leafy attire and glowing faintly.

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)

STRDEXCONINTWISCHA
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)

A graceful winged woman with green and gold butterfly wings, wearing leafy attire and glowing faintly.

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)

STRDEXCONINTWISCHA
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)

A graceful winged woman with green and gold butterfly wings, wearing leafy attire and glowing faintly.

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.