Dance of the Pumpkin King - Compendium
Autumn Siren CR: 9 (5,000 XP)
STR
15 +2
DEX
20 +5
CON
15 +2
INT
12 +1
WIS
18 +4
CHA
20 +5
Innate Spellcasting. The autumn siren's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The autumn siren can innately cast the following spells, requiring no components.
Magic Resistance. The autumn maiden has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The autumn siren can communicate with beasts and plants as if they shared a language.
Actions
Unarmed Strike. Melee Weapon Attack: +7 to hit d20+7 , reach 5 ft., one target. Hit: 9 (2d6 + 2) 2d6+2 bludgeoning damage. Fey Kiss. Melee Weapon Attack: +7 to hit d20+7 , reach 5 ft., one target. The target must make a successful DC 17 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of their turns. Unseelie Wiles (Recharge 2-3). The autumn siren targets one creature she can see within 30 feet of her. The target must succeed on a DC 17 Charisma saving throw or become charmed by the autumn siren for 1 minute. The charmed target can repeat the saving throw if the autumn siren does any damage to it. A creature that succeeds on the saving throw is immune to the autumn siren's charms for 24 hours.
Boggart
Innate Spellcasting. The boggart's innate spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks). The boggart can innately cast its spells, requiring no material components.
Hide In Plain Sight. The boggart may hide within 10ft of any shadow as Bonus Action Shadow Jump. The boggart may Dimension Door to any shadow within 120ft of its location as an action.
Actions
Multiattack. The boggart has two claw attacks and one bite attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+1) piercing damage.
This short, misshapen humanoid form is covered in brown fur and black leathery skin. It has glowing yellow eyes and white teeth grinning from an oversized mouth. It has sharp black claws end on the end of long fingers.
Feyling, Deathblossum CR: 1
STR
12 +1
DEX
18 +4
CON
12 +1
INT
10 +0
WIS
14 +2
CHA
10 +0
Deep Roots. A deathblossum feyling has the ability to telepathically communicate to any other deathblossum within 200 feet of it. Pack Tactics. A deathblossum feyling has advantage on an attack roll against a creature if at least one other deathblossum feyling is within 5 feet of the creature and it isn’t incapacitated.
Actions
Multiattack. The deathblossum feyling makes two attacks with its claw attack. Claws. Melee Weapon Attack. +4 to hit 1d20+4 , Reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 . On a successful hit, a target must make a DC 11 Constitution saving throw. If they fail, they are Poisoned for one minute and incapacitated. If they make their saving throw, they are not incapacitated and are not Poisoned. The victim may attempt another saving throw with the same DC at the end of each of its turns to break free of the incapacitation, but remain Poisoned.
Suggested Environments
Found most often in the Fey Courts of Winter and Autumn, deathblossum feylings are almost always serving their unseelie masters.
Fey Swarm, Corrupted CR: 6 (2,300 XP)
STR
20 +5
DEX
20 +5
CON
14 +2
INT
10 +0
WIS
14 +2
CHA
12 +1
As One. As long as the swarm has more than half its hit points, its effective strength is 20. Below half hit points, the swarm's effective strength is 10. Disarming Droning (Recharge 6). The sound of the mass of tiny fey will lull most sentient creatures into a dull stupor. As an action, when it uses this ability, all creatures within 30' of the swarm must make a DC 13 Wisdom Saving Throw or be Incapacitated. Any creature affected may attempt another saving throw at the end of each of their turns to remove the affect, or if the swarm ceases their droning, the incapacitated condition is removed at the end of the targets next turn. The swarm cannot attack and use this ability at the same time. Gnaw. The swarm regains 5 hit points at the end of its turn as long as it has dealt damage to a living target. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites (swarm has more than half HP). Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 19 (4d6+5) slashing damage. Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) slashing damage.
Suggested Environments
Unseelie forests and woodlands.
Hag, Green CR: 3 (700 XP)
STR
18 +4
DEX
12 +1
CON
16 +3
INT
13 +1
WIS
14 +2
CHA
14 +2
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
Amphibious. The hag can breathe air and water. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claws. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 slashing damage. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Mongrelkin
Actions
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 ( 1d6+3 ) bludgeoning damage.
Mhór Gorta CR: 10
STR
20 +5
DEX
12 +1
CON
18 +4
INT
10 +0
WIS
16 +3
CHA
4 -3
Innate Spellcasting. The mhór gorta's innate spellcasting ability is Wisdom (spell save DC 15, +5 spell attack modifier). The mhór gorta can innately cast the below spells, requiring no material components.
Detect Life. The mhór gorta can detect living creatures within 300' of its location. It can track them down with advantage on Wisdom (Survival) checks. Familiar Visage. Any creature attempting to make a melee attack against the mhór gorta suffers disadvantage due to the mental images of the mhór gorta actually being someone familiar to the attacker. This has no effect on attackers outside of melee range. Magic Resistance. The mhór gorta has advantage on saving throws against spells and other magical effects. Phantasmal Concentration. The mhór gorta can concentrate on and maintain a number of phantasms (illusions) equal to 1 + it's Wisdom modifier. Phantasmal Figment. The mhór gorta can focus its psychic energy on a single target as a bonus action. The mhór gorta rolls to hit with a +5 spell modifier bonus. If it hits the target, the creature perceives something just out of sight ("out of the corner of their eye"). The target takes 6 (1d8+1) 1d8+1 psychic damage.
Actions
Multiattack. The mhór gorta makes two attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage.
Reactions
Misty Escape. The mhór gorta increases its Armor Class by 1d6 against one attack that would hit it. It may then instantly use one of its daily uses of Misty Step.
Legendary Actions
The mhór gorta may take 1 legendary action. It's legendary action option can only be used at the end of another creature's turn. The mhór gorta regains spent legendary actions at the start of its turn. Phantasmal Figment. The mhór gorta can focus its psychic energy on a single target as a bonus action. The mhór gorta rolls to hit with a +5 spell modifier bonus. If it hits the target, the creature perceives something just out of sight ("out of the corner of their eye"). The target takes 6 (1d8+1) 1d8+1 psychic damage.
Suggested Environments
Mhór Gorta dwell in dense, primeval woods.
Shambler CR: 5
STR
17 +3
DEX
10 +0
CON
17 +3
INT
10 +0
WIS
4 -3
CHA
2 -4
False Appearance. While the Shambler remains motionless, it is indistinguishable from shrubs and bushes. Entangling Vines (Recharge 5-6) 1d6 . When a Shambler hits a target with its Vine Lash, that creature must make a DC 15 Strength Saving Throw or be entangled by the vines. The entangled creature can attempt to escape at the end of each of its turns using the same DC. The Shambler loses one of its Vine Lash attacks until this ability recharges.
Actions
Multiattack. The Shambler makes four Vine Lash attacks. Vine Lash. Melee Weapon Attack: +5 to hit 1d20+5 , reach 15 ft., one target. Hit: 10 (2d6+10) 2d6+10 slashing damage. When a target is struck by the Vine Lash, they must make a DC 15 Constitution saving throw or be Poisoned for one hour. Shambler Poison. Creatures poisoned by the Vine Lash suffer hallucinations that they are being swallowed by entangling vines and pulled down into the ground. A creature may attempt a DC 15 Wisdom Saving Throw at the end of its turn to attempt to banish the hallucination.
Suggested Environments
Corrupt woodlands and the realm of the Unseelie fey.
Shambler, Lesser CR: 2 (450 XP)
STR
15 +2
DEX
9 -1
CON
15 +2
INT
8 -1
WIS
4 -3
CHA
2 -4
False Appearance. While the Shambler remains motionless, it is indistinguishable from shrubs and bushes.
Actions
Multiattack. The Lesser Shambler makes two Vine Lash attacks. Vine Lash. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 10 (1d6+2) 1d6+2 slashing damage. When a target is struck by the Vine Lash, they must make a DC 12 Constitution saving throw or be Poisoned for one minute.
Suggested Environments
Corrupt woodlands and the realm of the Unseelie fey.
Satyr
Magic Resistance: The satyr has advantage on saving throws against Spells and other magical effects.
Actions
Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 2d4+1 bludgeoning damage.
Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 1d6+3 piercing damage.
Shambling Mound, Fey-Touched
False Appearance. While the fey-touched shambling mound remains motionless, it is indistinguishable from an a pile of organic debris. Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Innate Spellcasting. The fey-touched shambling mound's innate spellcasting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). The fey-touched shambling mound can innately cast the following spells, requiring no material components: At Will: Entangle Magic Resistance. Fey-Touched shambling mounds have advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 16), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) bludgeoning damage.
Engulf. The shambling mound engulfs a Large or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 16 Constitution saving throw at the start of each of the mound’s turns or take 13 ( 2d8+4 ) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Treant, Corrupted CR: 9 (5,000 xp)
STR
23 +6
DEX
9 -1
CON
17 +3
INT
7 -2
WIS
14 +2
CHA
12 +1
False Appearance. While the treant remains motionless, it is indistinguishable from a dead tree. Siege Monster. The treant deals double damage to objects and structures. Toxic Cloud. Any creature that begins its turn within 15' of the Corrupted Treant must make a DC 16 Constitution saving throw or suffer 14 (4d6) 4d6 poison damage.
Actions
Multiattack. The corrupted treant has two claw attacks. Claw. Melee Weapon Attack: +9 to hit 1d20+9 , reach 10 ft., one target. Hit. 17 (2d10+6) 2d10+6 Cleaving Attack. As a bonus action, the corrupted treant gains an additional claw attack against any target within 5' of a creature it hits with a melee attack.
Suggested Environments
Corrupted or evil-tainted forests; particularly those ruled by the Unseelie Fey.
Troll, Fey-Touched
Innate Spellcasting. The fey-touched troll's innate spellcasting ability is Wisdom (spell save DC 14, +4 to hit with spell attacks). The fey-touched troll can innately cast the following spells, requiring no material components:
At Will: Darkness
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. Fey-Touched Trolls have advantage on saving throws against spells and other magical effects.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 1d6+4 piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 2d6+4 slashing damage.
Creatures who survive in the magical realm of the fey long enough tend to absorb some of that magic and become changed by it. While this does not often alter their disposition or alignment, it does tend to have a wide variety of effects on them physically. For fey-touched trolls, their skin often becomes iridescent and scaly. Often they will grow exaggerated horns and claws; sometimes even coupled with the growth of vegetation from their bodies.
Most fey-touched trolls live in environments near ley lines or inside the realm of the fey.