HP 2 (1d4; bloodied 1)
Speed 10 ft., fly 30 ft.
Proficiency +2; Maneuver DC 15
Skills Perception +3, Stealth +7
Senses passive Perception 13
Faerie Light. As a bonus action, the pixie can cast dim light for 30 feet, or extinguish its glow.
Magic Resistance. The pixie has advantage on saving throws against spells and magical effects.
Thorn Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 1 piercing damage.
Faerie Blessing (3/Day). The pixie targets a willing creature within 30 feet. The target gains one of the following abilities for 1 hour:
- The target gains truesight out to a range of 120 feet.
- The target gains the benefit of the pixie’s Magic Resistance trait.
- The target speaks Sylvan.
Faerie Curse. The pixie targets a creature within 30 feet not already under a Faerie Curse. The target makes a DC 12 Wisdom saving throw . On a failure, the target is subjected to a special magical curse for 1 hour. The curse ends if the pixie dies or is incapacitated, the pixie or one of its allies deals damage to the target, or the pixie spends an action to end the curse. Spells such as remove curse , dispel magic , and lesser restoration also end the curse. If a creature makes its saving throw or the condition ends for it, it is immune to any Faerie Curse for the next 24 hours.
When the target fails its saving throw against this effect, the pixie chooses one of the following effects to impose on the target.
- The target is blinded .
- The target is charmed by the pixie.
- If the target is already charmed by the pixie, the target falls asleep . It wakes if it is shaken awake as an action or if it takes damage.
- The target's head takes on the appearance of a beast's head (donkey, wolf, etc). The target's statistics don't change, but the target can no longer speak; it can only make animal noises.
Invisibility. The pixie and any equipment it wears or carries magically turns invisible until the pixie attacks, casts a spell, becomes incapacitated , or uses a bonus action to become visible.
The pixie uses Faerie Curse on its foe and then turns invisible and flies to a new location. The pixie prefers to charm its enemies, although the beast’s head curse is useful to silence spellcasters. The pixie uses its thorn dagger on creatures immune to its curse. When encountered in a group, pixies usually flee as soon as one of their number is killed.
A faerie may grant a favor to a creature that takes a specific action, such as one of the following:
1–2 Beat it in a race, wrestling match, or eating contest
3 Give it a certain rare flower
4 Speak its true name
5 Catch it in a lie
6 Answer its riddle
7 Weave a circle round it thrice
8 Taunt it until it swells up to three times its size
9 Strike it with mistletoe
10 Give it honey
Aubrette, Bellwhisper, Briar, Giltan, Gloriana, Lorenthan, Malegrave, Rosehip, Rowan, Witchhazel
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Faeries are magical, flying creatures.
DC 15 Some faeries belong to a seelie court, which means they are often friendly to outsiders who meet their standards of behavior. Faeries that belong to an unseelie court are unpredictable and dangerous. There is no obvious way to tell a faerie’s allegiance.
DC 20 Faeries abide by strange, arbitrary rules. If you learn a faerie’s rules, you may gain power over it.
Pixies resemble foot-tall, butterfly-winged elven children dressed in clothes made from leaves and flowers. Pixies have lively senses of humor and enjoy practical jokes. Unseelie pixies play pranks that can be malicious and dangerous, although they rarely resort to violence unless threatened.
Pixies are the fairies most familiar to mortals, inhabiting the Material Plane as well as the Feywild. They sometimes secretly take up residence in the homes of mortals, granting favors or playing tricks on their unsuspecting hosts.
1–2 Bored and ready to play tricks on travelers
3 Gathering flowers for potions
4 In no mood for company; try to drive away intruders
5 Hostile; attack with deadly force
6 Need help against a monster such as an ettercap
7 Performing an aerial dance; ignore travelers unless disturbed
8 Curious and friendly
1–2 DC 16 Perception or Investigation check: tiny footprints
3 The region’s plants are unusually big and colorful
4 Distant high-pitched song
5 DC 16 Perception check: tiny houses in trees or mushrooms, or a miniature tea set
6 Rustling in bushes, meant to lure trespassers away from a tiny village
Faeries are common in the Dreaming but can also be found in wild places on the Material Plane, most commonly forests and swamps.
CR 0–2 1d4 sprites ; 1d4 pixies ; 2 pixies with a satyr ; 2 sprites with a dryad
Treasure 3 moonstones (50 gp each), a scroll detailing the rules governing several nearby faeries, potion of healing
CR 3–4 Fey knight ; 1d4 + 4 sprites ; 1d4 + 4 pixies
Treasure mithral ring (250 gp), 2 potions of growth , spell scrolls of charm person and sleep
CR 5–10 1 or 2 fey knights , possibly mounted on deer or dire wolves
Treasure 3 vials of faerie dust (as potions of flying ), boots of elvenkind
CR 11–16 faerie noble ; faerie noble with 1d8 pixies ; faerie noble with unicorn ; 3 fey knights
Treasure gem-studded golden goblet (2,500 gp), 3 bottles of emerald wine (as potions of supreme healing ), wand of wonder
CR 17–23 faerie noble riding elk , with 2 fey knights , 2 dryads , satyr , and 1d4 pixies
Treasure 300 pp, ruby pendant (2,500 gp), 3 gold rings (250 gp each), mithral-inlaid lute (2,500 gp), 6 2 arrows , horseshoes of a zephyr , wand of polymorph
CR 31+ archfey with 3 or 4 faerie nobles , 1d6 dryads , 1d10 pixies], 1d6 [[satyr , and 1d10 sprites
Treasure 2000 pp, electrum and diamond crown (25,000 gp), mithral and moonstone throne (25,000 gp), scale armor of invulnerability , ring of invisibility , ring of three wishes