Still on my fey kick. My old post on Illyrians is all well and good, but those guys are hella complex. Let’s think about something a little lower power. Our theme is “curses” — these fey control fate at least a little, and bestow curses and geases, instead of straight up charms.
And, because the monsters I need all got placed elsewhere, we’ll be stealing monsters from other types. A-here we go!
For inspiration: the Lamia (which I shall consider a fey) and the Rakshasa (ditto). Those anchor our lineup at CR 4 and 13.
For another sample point, we can steal the Fomorian Giant, at CR 8. Another creature we shall drag bodily into feyhood.
That gives us a good set of curse-y monsters. But 3 monsters a subtype doesn’t make yet. We’ll need one or two at the bottom — CR 1/4, 1, around there — and at the top, around 15 or 16 — and then we’ll be good.
This is mostly just the monster manual “sprite”, but several of its mechanics are “cursier”.
Tiny fey, unaligned
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10ft., fly 40ft.
STR -4 DEX +4 CON +0 INT +2 WIS +1 CHA +0
Skills Perception +3, Stealth +8
Senses darkvision 60ft., passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)
Sneak attack. This creature’s attacks deal 1d6 extra damage against targets of its curse.
Multiattack. Bite, then Sprite’s Curse the target of the attack.
Bite. +2, 1 piercing.
Sprite’s Curse. One creature within 30ft. That creature is magically cursed to be unable to perceive creatures of the fey type while they hold their breath, treating such creatures as invisible and hidden. A DC 10 Wisdom save negates, and may be repeated each time the victim’s eyes are washed (an action) or the creature suffers damage from a fey.
A strange warrior fey, filling a role sort of like a giant spider (‘pon which it’s based). Giant spiders tie you up and do poison damage, right? Right. Well, the Curse Walker kinda fills a similar niche; it steals your spells (a little) and uses them against you (a little) and ties up your ranged characters (the jerks).
Medium Fey, unaligned
Armor Class 14 (leather armor)
Hit Points 27 (6d8)
STR +1 DEX +3 CON +0 INT +2 WIS +1 CHA +2
Skills Stealth +7
Senses darkvision 60ft., passive Perception 10
Languages Common, Elvish, Sylvan
Challenge 1 (200 XP)
Rapier. Melee Weapon: +6; hit: 7 (1d8+3) piercing.
Fling Stone. Ranged Weapon (30/120): +6; hit: 10 (2d6+3) piercing. The attack may originate from any point within 30 ft. of the Curse Walker.
Lodestone Curse. Ranged spell attack (one target, 60 ft.): The target is magically cursed; they are vulnerable to piercing damage, have disadvantage on ranged attacks, and disadvantage on checks to avoid becoming lost. Each time such a target casts a spell of 1st level or lower, they must make a DC 13 spellcasting attribute save. If they fail this save, the most irritating possible legal target within 10 ft. of the intended target becomes the actual target of the spell (the DM may decide). When first placed this curse may be negated with a DC 13 Wisdom save; thereafter it may be removed with a DC 13 Wisdom save at the conclusion of a long rest in which the victim slept on iron.
As written in the Monster Manual, but is considered to be of type Fey; it’s more lizard than lion, and so its “touch of idiocy” is a “caress of idiocy” (it may also use its claws as, well, claws). I really liked the 4e turns-to-bugs lamia-as-archwitch creature. Some other time, I guess.
I stole the name Fomor for my own purposes, so these will have to shift. I suggest Haggard Giant, for the pun on “Hag”, and so. Still: they gaze, they warp with their gaze, they’re jerks.
Minor changes. They’re fey, not fiends; their “piercing from magic weapons wielded by good creatures” is cute and all but actually becomes “piercing from magical iron weapons lowers their Limited Magic Immunity to 2nd level spells and lower until the start of their next turn”.
An aspect of some incomprehensibly magical fey being, the Fata Morgana represents a hard to pin down semilegendary fey ruler. Its shadowy nature is reflected in its elusiveness and mastery of curses [and cursed items!]
Large fey, unaligned
Armor Class 18 (natural armor)
Hit Points 130 (20d10 + 20)
Speed Fly 40ft. (hover)
STR +2 DEX +3 CON +1 INT +3 WIS +2 CHA +4
Saving Throws Dex +8, Con +6, Wis +7, Cha +9
Skills Perception +7, Stealth +8
Damage Resistances acid, cold, fire, lightning, thunder, poison, nonmagical weapons
Condition Immunities grappled, restrained, forced movement.
Senses blindsight 60ft., extending into the ethereal plane and around obstacles, passive Perception 17
Languages Common, Elven, Sylvan, telepathy 30ft.
Challenge 14 (11,500 XP)
Shadow Existence. The Fata Morgana can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends its turn inside an object. The first time she enters a creature’s space on a turn, when a creature enters or starts its turn in her space, or if a creature touches or hits her with a melee attack while within 5 ft., that creature is subject to the Lesser Curse.
Curse Striker. The Fata Morgana deals 1d10 extra force damage to targets per curse they are affected by, and per cursed item they carry.
Puppetry (Recharge 5-6). One subject to the Greater Curse begins its turn within 1000 ft. The subject acts as the Fata Morgana wishes and may not take bonus actions, reactions, or cast spells above 6th level for one round. This is not a charm effect, but it is blocked by any effect which prevents paralysis.
Caress. Melee Spell Attack: One target, or one ethereal target, within 15 ft. is subject to the Lesser Curse. If it is affected, it takes 11 (2d10) force damage (and Curse Striker).
Cursed Visage (Recharge 5-6). Ranged Spell Attack: One target, or one ethereal target, within 120 ft. who can see the Fata Morgana and is already affected by the Lesser Curse becomes subject to the Greater Curse. If affected, it takes 22 (4d10) force damage (and Curse Striker).
Lesser Curse. A target subjected to the Lesser Curse must make a DC 17 Charisma saving throw or be affected. An affected target has disadvantage to all checks of an attribute chosen by the Fata Morgana, and suffers 1d10 + Curse Striker damage each time they cast a spell. This curse lasts until removed with remove curse.
Greater Curse. A target subjected to the Greater Curse must make a DC 17 Charisma saving throw or be affected. An affected target has disadvantage on all attacks and saves of an attribute chosen by the Fata Morgana to which they already had disadvantage on skill checks.