Still on the topic of fey.
Drow are almost perfect. They’re creepy elf-types, the MM has a bunch of them, they’re on-theme.
Except I don’t love that theme. The theme is “can cast faerie fire, darkness, dancing lights, levitate (maybe), loves poison (especially sleep), webs, spiders, maybe demons”. Cool for what it is, of course! But not as my fey antagonists, or whatever the greek-rooted word for frenemy is.
I was thinking of some sort of lunar fey. Not the werewolf route (though, good idea!) but instead a sort of “elusive and magical by moonlight” dealie. Cold, remote, inhuman.
Medium fey, chaotic neutral
Armor Class 15 (chain shirt)
Hit Points 13 (3d8)
Speed 30 ft.
Damage Resistances cold, radiant, thunder
Condition Immunities charmed, effects that would reduce speed, paralyzed, unconscious
Skills Perception +2, Stealth +4 (+6 in dim light or darkness)
Senses darkvision 120 ft., passive Perception 12
Languages Elvish, Sylvan
Challenge 1/8 (50 XP)
Deep Shadow: The fuin is surrounded by a 5 foot aura that dims light. Spaces within the aura are illuminated as though light sources were twice as far away as they are (or equivalently, light sources’ radii are halved). Darkvision that is affected by magical darkness has its radius halved as well. Sunlight is unaffected. This ability is suppressed until the end of the fuin’s next turn if it takes radiant damage or damage from an iron weapon.
Shadow Eyes: The fuin’s darkvision is unaffected by magical darkness, and it does not have disadvantage on its weapon attacks at long range.
Shadow Step: Once during its turn, the fuin may use 10 feet of movement to step into an area of darkness or dim light within its reach and emerge from another such area within 60 feet. Both spaces must be at least as large as the fuin’s space.
Sunlight Sensitivity: While in sunlight, the fuin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Okay, so then we work up the Elite, the Mage, the Priest, the monstrous version. I like this one for its shadow veil. I had another version which literally hardened shadow around itself — it had a different AC in darkness, dim light, and bright light, which isn’t that weird — the ankheg has the same thing while prone. The thing is, light is so easy to come by that it proved impossible to balance: it has an AC of 17… but 12 every time you really face it. It does 2d6 damage with its melee weapon attacks… but attacks unarmed in melee most of the time, because torches.
This version has some of the same flaws, but by halving light radii, it halves light efficiency, and therefore has more control over its fate.