HP 2 (1d4; 1)
Speed 20 ft.
Proficiency +2; Maneuver DC 15
Skills Perception +3, Stealth +7
Senses passive Perception 13, darkvision 60 ft.
Shadow Shroud. As a bonus action, the askwise keeper can dim the lighting for 30 feet. In that area,becomes , and dim light becomes . This ability has no effect on magical light sources.
Magic Resistance. The askwise has on 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.
Oath Keeper (3/day). The askwise keeper targets up to 4 willing creatures within 30 feet who have just spoken an oath. For a year, the first time each day that one of those creatures takes an action that breaks the oath it takes 7d10 psychic damage. A greater restoration, or spell cast on the target using at least a 7th level slot ends this effect. The askwise keeper is always aware of the exact wording of the oath, who is currently under its effect, and can end the effect on a creature as an action.,
Faerie Curse. The askwise keeper targets a creature within 30 feet not already under a Faerie Curse. The target makes a DC 12 Wisdom . On a failure, the target is subjected to a special magical for 1 hour. The curse ends if the askwise keeper dies or is , the askwise keeper or one of its allies deals damage to the target, or the askwise keeper spends an action to end the curse. Spells such as , , and also end the curse. If a creature makes its 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 askwise keeper chooses one of the following effects to impose on the target.
- The target is .
- The target is by the askwise keeper.
- If the target is already charmed by the askwise keeper, the target falls . 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 askwise keeper and any equipment it wears or carries magically turns until the askwise keeper attacks, casts a spell, becomes , or uses a bonus action to become visible.
The askwise keeper uses Faerie Curse on its foe and then turns and flies to a new location. The askwise keeper prefers to charm its enemies, although the beast’s head curse is useful to silence spellcasters. The askwise keeper uses its thorn dagger on creatures immune to its curse. When encountered in a group, askwise keepers 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.
Believed to have passed beyond the Bleak Gate many centuries ago, these creatures bear only a faint resemblance to their kin that reside in the Dreaming. The most noticeable difference is their misshapen and stunted wings, but those who look closely will also spot the blackened eyes and pointed teeth.
Askwise keepers love secrets and riddles and will often trade great wealth or services for additions to their extensive collections of both. They are renowned for their ability to bind an oath and are sought out by those seeking extra surety from uncertain allies. Their oath keeping is a fickle thing however as it binds creatures only to the exact wording given, allowing a lot of wiggle room for the unscrupulous.
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 ; 1d4 ; 2 with a ; 2 with a
Treasure 3 moonstones (50 gp each), a scroll detailing the rules governing several nearby faeries,
CR 3–4 ; 1d4 + 4 ; 1d4 + 4
Treasure mithral ring (250 gp), 2 , of and
CR 5–10 1 or 2 , possibly mounted on or
Treasure 3 vials of faerie dust (as ),
CR 11–16 ; with 1d8 ; with ; 3
Treasure gem-studded golden goblet (2,500 gp), 3 bottles of emerald wine (as ),
CR 17–23 riding , with 2 , 2 , , and 1d4
Treasure 300 pp, ruby pendant (2,500 gp), 3 gold rings (250 gp each), mithral-inlaid lute (2,500 gp), 6 , ,
CR 31+ with 3 or 4 , 1d6 , 1d10 , and 1d10
Treasure 2000 pp, electrum and diamond crown (25,000 gp), mithral and moonstone throne (25,000 gp), , ,
Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger.and are fey.