Star Magic

My article on bralani and eladrin notwithstanding, I started thinking about light fey. Then about starlight fey. Then about the ring of shooting stars and how no fey in the monster manual can cast faerie fire. Then about how annoying it is that the fey-archetypal glowing globe monster bodytype is owned by the will o’wisp — undead, not fey.

Result:

Fey Lantern

Tiny fey, neutral

Armor Class 15

Hit Points 2 (1d4)

Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 6 (-2) 13 (+1) 11 (+0)

Senses passive Perception 11;

Languages Common, Elvish, Sylvan;

Challenge 1/8 (25 XP)

Ephemeral: The lantern can’t wear or carry anything.

Incorporeal Movement: The lantern can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination: The lantern sheds dim light of any hue in a 5- to 20-foot radius. The lantern can alter the radius as a bonus action.

Death Burst: When the lantern dies, it explodes in a cloud of sparks. Each creature within 5 feet of the lantern must succeed on a DC 12 Dexterity saving throw (disadvantage if the target is in metal armor) or take 4 (1d8) lightning damage and be unable to take reactions until the start of their next turns.

Actions

Shock: Melee Spell Attack: +4 to hit (advantage against foes in metal armor), reach 5 ft., one target. Hit: 4 (1d8) lightning damage and the target can’t take reactions until the start of their next turn.

Invisibility: The lantern magically turns Invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell).

 

The purpose of the Fey Lantern is firstly to give us some nice CR 1/8 gribblies for our next contender:

Caladril

Medium fey, neutral

Armor Class 14 (natural armor)

Hit Points 22 (5d8)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances lightning; bludgeoning, slashing, and piercing from nonmagical weapons that aren’t silver

Senses darkvision 60 ft., passive Perception 11;

Languages Common, Elvish, Sylvan;

Challenge 1 (200 XP)

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

Innate Spellcasting: The caladril’s innate spellcasting ability is Charisma (spell save DC 13). The caladril can innately cast the following spells, requiring no material components:
At will: dancing lights, faerie fire, darkness

Light Stride: Once on its turn, the caladril can use 10 feet of movement to step magically into one magical light source it can see within reach and emerge from a second light source it can see within 60 feet, appearing in an unoccupied space within 5 feet of the second light source.

Actions

Light touch: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) lightning damage and the target can’t take reactions until the start of their next turn. The caladril may make this attack from any magical light source it can see within 30 feet.

Animate Lights: The Caladril chooses up to 4 magical light effects within 60 feet that are due to a spell of 3rd level or lower and each of which fits in a 5 foot cube (a 5 foot patch of faerie fire counts). Eachmagical light source terminates, and a Fey Lantern (q.v.) appears in its place. A creature attending one of the light effects may make a DC 13 Wisdom saving throw to negate the effect for that effect. The caladril may control no more than 4 such Fey Lanterns at a time; dispelled lanterns are destroyed, triggering their death bursts. Otherwise, the effect is permanent.

 

Okay: so we have little zappy boomy fey lanterns, and a fey lantern herder. The herder in particular is _nasty_, since all lights serve them: they plunge the party into relative darkness, and it’s a relative darkness that tries to eat their face.  They need to shepherd their concentration, though: all 3 of their innate spells are concentration-based; their round 1 move is likely faerie fire followed by a round 2 move of animate lights. That kicks off the destruction of any allies they already had — dexterity saves all around! — and since the fey lanterns don’t themselves have lightning resistance or immunity, it can cascade.

Why not radiant? Because the ring of shooting stars isn’t radiant. That’s not a great reason, but it’s what I’ve got.

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About lackhand

I was born in 1984 and am still playing games, programming computers, and living in New York City. View all posts by lackhand

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