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Breadcrumb

Askwise Keeper

Challenge
str
2
dex
20
con
10
int
10
wis
12
cha
14

AC 15

HP 2 (1d4; bloodied 1)

Speed 20 ft.


Proficiency +2; Maneuver DC 15

Skills Perception +3, Stealth +7

Senses passive Perception 13, darkvision 60 ft.

Languages Sylvan


Shadow Shroud. As a bonus action, the askwise keeper can dim the lighting for 30 feet. In that area, bright light becomes dim light , and dim light becomes darkness . This ability has no effect on magical light sources.

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


ACTIONS

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 remove curse , greater restoration, or wish 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 saving throw . On a failure, the target is subjected to a special magical curse for 1 hour. The curse ends if the askwise keeper dies or is incapacitated , 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 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 askwise​​​​​​​ keeper chooses one of the following effects to impose on the target.

  • The target is blinded .
  • The target is charmed by the askwise​​​​​​​ keeper. 
  • If the target is already charmed by the askwise​​​​​​​ keeper, 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.

BONUS ACTIONS

Invisibility. The askwise​​​​​​​ keeper and any equipment it wears or carries magically turns invisible until the askwise​​​​​​​ keeper​​​​​​​ attacks, casts a spell, becomes incapacitated , or uses a bonus action to become visible.

Combat

The askwise keeper uses Faerie Curse on its foe and then turns invisible 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​​​​​​​ keeper​​​​​​​s usually flee as soon as one of their number is killed.


Faerie Rules

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


Names

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.

Description

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.

Behavior

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

Signs

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

Encounters

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

Monster Type Description

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. Sprites and pixies are fey.