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Beastiary 3

## Fae Beings

### Felurian (Simplified)

Type: Fae, Medium, chaotic neutral

Armor Class: 16 (natural armor)

Hit Points: 55 (10d8 + 10)

Speed: 30 ft., fly 30 ft. (hover)

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 14 (+2) | 18 (+4) | 12 (+1) | 16 (+3) | 14 (+2) | 19 (+4) |

Saving Throws: WIS +4, CHA +6

Skills: Deception +8, Insight +4, Perception +4

Damage Resistances: Bludgeoning, piercing, slashing from nonmagical attacks

Senses: Trueseeing 120 ft., passive Perception 14

Languages: All, telepathy 120 ft.

Challenge: 6 (2,300 XP)

#### Abilities

Fey Ancestry. Felurian is immune to being charmed and magic can't put them to sleep.

Innate Spellcasting. Felurian's spellcasting ability is Charisma (spell save DC 16). Felurian can innately cast the following spells, requiring no components:

At will: Light, prestidigitation

3/day each: Charm person, entangle, faerie fire

1/day each: Plane shift, polymorph

Magic Resistance. Felurian has advantage on saving throws against spells and magical effects.

Legendary Resistance (3/Day). If Felurian fails a saving throw, she can choose to succeed instead.

#### Actions

Multiattack. Felurian makes two attacks with her touch.

Lovely Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d8) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or be charmed until the end of its next turn.

Glamorous Laughter (Recharge 5-6). Felurian speaks a word of pure glamour. Each creature within 30 feet that can hear her must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 22 (5d8) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half damage and isn't stunned.

#### Tactics

Felurian prefers deception and seduction over combat. She rarely fights to kill; instead, she toys with opponents, attempting to charm or seduce them. If seriously threatened, she retreats to the Fae realm.

#### Special Notes

- Felurian cannot be harmed by normal weapons (iron works as with most Fae)

- She can see through glamours and illusions

- She operates according to Fae logic, not human morality

- She makes bargains; players can negotiate with her (at great cost)

---

### Fae Courtier

Type: Fae, Medium, chaotic neutral

Armor Class: 15 (natural armor)

Hit Points: 27 (5d8 + 5)

Speed: 30 ft., fly 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 12 (+1) | 16 (+3) | 12 (+1) | 14 (+2) | 12 (+1) | 16 (+3) |

Saving Throws: WIS +3, CHA +5

Skills: Deception +5, Insight +3

Damage Resistances: Bludgeoning, piercing, slashing from nonmagical attacks

Senses: Darkvision 120 ft., passive Perception 11

Languages: All

Challenge: 3 (700 XP)

#### Abilities

Innate Spellcasting. The courtier's spellcasting ability is Charisma (spell save DC 13). The courtier can innately cast the following spells, requiring no components:

At will: Mage hand, prestidigitation

2/day each: Charm person, faerie fire

1/day: Dimension door

Magic Resistance. The courtier has advantage on saving throws against spells and magical effects.

#### Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 5 (2d4) psychic damage.

Beguiling Gaze (Recharge 5-6). One creature the courtier can see within 30 feet must make a DC 13 Wisdom saving throw. On a failed save, it takes 10 (3d6) psychic damage and is charmed until the end of its next turn.

---

## Adem & Humanoid Enemies

### Adem Warrior

Type: Humanoid, Medium, neutral good

Armor Class: 16 (leather armor, Lethani discipline)

Hit Points: 45 (7d8 + 14)

Speed: 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 16 (+3) | 18 (+4) | 14 (+2) | 12 (+1) | 15 (+2) | 10 (+0) |

Saving Throws: DEX +6, WIS +4

Skills: Acrobatics +6, Insight +4, Perception +4

Senses: Passive Perception 14

Languages: Ademic, Common

Challenge: 3 (700 XP)

#### Abilities

Balanced Strike. When an Adem warrior hits with an attack, it can spend up to 5 extra damage and reduce that damage by the amount spent. This damage can be redirected to another creature within 5 feet or saved for later rounds.

Lethani Discipline. The Adem warrior has advantage on Wisdom (Insight) checks and can take the Dodge action as a bonus action on its turn.

Unarmored Defense. While the Adem warrior is not wearing armor, its AC includes its Wisdom modifier (already included above).

#### Actions

Multiattack. The Adem warrior makes two attacks with its unarmed strike or with a weapon.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The warrior can spend 5 damage to instead deal 8 (1d8 + 4) damage to another creature within 5 feet.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage, or 9 (1d10 + 3) if used with both hands.

Ketan Counter (Reaction). When a creature the Adem warrior can see hits it with an attack, the warrior can use its reaction to reduce the damage by 4 (1d8). If the damage is reduced to 0, the warrior can make one unarmed strike against the attacker.

#### Tactics

Adem warriors are methodical and skilled. They prefer to fight efficiently, using minimum necessary force. They rarely kill if incapacitation is possible. In groups, they coordinate through silent signals.

#### Special Notes

- Adem treat combat with professional respect; they honor brave opponents

- They can be negotiated with if treated with respect

- They rarely engage in ambush or dishonorable tactics

- They are vulnerable to magic (no magical resistance)

### Bandit Captain

Type: Humanoid, Medium, any non-good alignment

Armor Class: 15 (leather armor, shield)

Hit Points: 65 (10d8 + 20)

Speed: 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 15 (+2) | 16 (+3) | 14 (+2) | 15 (+2) | 11 (+0) | 16 (+3) |

Saving Throws: STR +4, DEX +5, WIS +2

Skills: Deception +5, Insight +2, Perception +2, Stealth +7

Senses: Passive Perception 12

Languages: Thieves' cant, Common

Challenge: 2 (450 XP)

#### Abilities

Cunning Action. On each of its turns, the captain can use a bonus action to take the Dash, Disengage, or Hide action.

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

#### Actions

Multiattack. The captain makes three attacks: one with a dagger and two with a scimitar.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

#### Legendary Actions

The captain can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The captain regains spent legendary actions at the start of its turn.

Attack. The captain makes a weapon attack.

Parry. The captain parries as described in its Parry ability.

Dash. The captain uses Cunning Action to Dash.

---

## Undead & Corrupted

### Wight

Type: Undead, Medium, chaotic evil

Armor Class: 15 (studded leather)

Hit Points: 45 (7d8 + 14)

Speed: 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |

Saving Throws: WIS +3

Damage Resistances: Cold, lightning, necrotic, piercing, slashing

Damage Immunities: Poison

Condition Immunities: Exhaustion, poisoned

Senses: Darkvision 60 ft., passive Perception 11

Languages: The languages it knew in life

Challenge: 3 (700 XP)

#### Abilities

Undead Fortitude. If damage reduces the wight to 0 hit points, it must make a Constitution saving throw against a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the wight drops to 1 hit point instead.

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, ability checks, and saving throws.

#### Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) if used with both hands, plus 4 (1d8) necrotic damage.

Parasitic Touch (Recharge 5-6). One creature the wight can touch must make a DC 14 Constitution saving throw. On a failed save, the creature takes 10 (3d6) necrotic damage and is poisoned until the end of its next turn.

---

### Ghast

Type: Undead, Medium, chaotic evil

Armor Class: 13

Hit Points: 36 (8d8)

Speed: 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 16 (+3) | 17 (+3) | 11 (+0) | 7 (-2) | 10 (+0) | 8 (-1) |

Damage Immunities: Poison

Condition Immunities: Charmed, exhaustion, frightened, paralyzed, poisoned

Senses: Darkvision 60 ft., passive Perception 10

Languages: —

Challenge: 2 (450 XP)

#### Abilities

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its turn. On a successful save, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

#### Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 3) slashing damage.