Shriveled and shrunken like misgrown children, baglins are faerie miscreants who delight in theft, vandalism, and other forms of petty crime. Most other fair folk shun baglins for their coarse looks and coarser manners, and baglins in turn resent their comelier kin for their ostracism. But they often find work as spies and saboteurs from Unseelie courtiers whose houses have fallen in stature and can’t afford more respectable retainers.
No. Appearing: 1d6 gang
HP: 1d6, saves as a thief; baglins have Advantage on saving throws to resist charm and enchantment
Armor Class: Medium (grimy clothes + High Dexterity and small size)
Movement: As a normal human; a baglin can move through spaces occupied by a creature of a larger size without penalty.
Disposition: Surly and uncouth; grudgingly respectful of other fey.
Attack: Sawshank – a jagged knife made from the broken remains of a larger blade (melee +1, 1d4 damage, +1 damage per round until the wound is treated)
Blizzener Bomb: As their action, the baglin hurls a projectile up to 30 feet (ranged attack +3) that bursts in a puff of irritating smoke. A creature struck by a blizzener can do nothing but stagger about, blind and coughing, for 1d4 rounds. A baglin will have 1d6-max hp blizzeners.
I Loot the Body (2d6):
2-3: 1d3 meals worth of pickled toad. When you eat one: if your Constitution score is under 13, you experience hallucinations for 1d8 hours; if your Constitution 13 or higher, you feel pleasantly buzzed for 1d8 hours.
4-5: A tin flute that only makes fart noises no matter what you song you try to play.
6-8: A pouch of semi-precious stones, worth 1d10 silver
9-10: A piece of stolen bric-a-brac (candlestick, ashtray, fountain pen, etc.) worth 1d10 gold.
11-12: A note, containing salacious and/or incriminating information, written on the official stationary of a noble fey family
For better or worse, communities on the fringes of civilization often have to rely on their own for protection. Though they may be scrappy in a fight, these are not professionals; in terms of gear, skill, and sense of duty, quality will vary drastically.
No. Appearing: 1d4+1 on patrol (2d10 in town)
HP: 1d8, saves as a fighter
Armor: Light (A shield and a helmet + Average Dexterity); as long as they have their shield, a militia member gains a bonus to armor equal to the number of adjacent militia members also wielding shields.
Movement: As a normal human.
Disposition: Suspicious of strangers, but easily bought off.
Attack: Light melee weapon (melee +1, 1d6 damage) or shortbow (ranged +1, 80 ft range, 1d6 damage); the militia member with the least amount of hp will have a crossbow instead (ranged +1, 80 ft range, 1d8 damage).
Mob Rules: A militia member gains a bonus to attack and damage rolls equal to the number of other militia members adjacent to the same target.
I Loot the Body (2d6):
2-3 – A flask of moonshine.
4-5 – A battered lantern, half full of oil.
6-8 – Coin-purse with 2d4 copper and 1d3 silver
9-10 – A map of militia patrol routes and checkpoints; has a pass-phrase written in the margin.
11-12 – An antique weapon, probably a family heirloom.
Flinderkin are inscrutable creatures, tall and thin enough to be mistaken for young trees when not in motion. No one knows what they call themselves, their language sounds like trees creaking and groaning as they twist in the wind, and they seem uninterested in – possibly incapable of – human speech. In the deep woods they call home, a person might just catch a glimpse of them out of the corner of their eye, quietly watching for any sign of trespass.
Medium monstrous humanoid
No. Appearing: 2d3 hunting party
HP: 1d10, saves as a thief
Armor: Light (Woody flesh + High Dexterity); flinderkin have resistance to bludgeoning and piercing damage and vulnerability to slashing damage.
Movement: As a normal human; flinderkin are unaffected by naturally occurring difficult terrain. When standing still, they have Advantage on Dexterity checks to hide.
Disposition: Cautious, but territorial. Interested in metal tools and weapons.
Attack: Fire-hardened wooden spear (melee +1 or ranged +3, 30 ft range, 1d6 damage and target must succeed a saving throw vs. poison or suffer total paralysis in 1d4-1 rounds)
Bend in the Wind: If a flinderkin has not moved during their turn, they can flex and twist their body in unnatural ways, imposing Disadvantage on all attacks against them until the start of their next turn.
I Loot the Body (2d6):
2-3 – Carefully wrapped sheets of birch-bark covered with flinderkin symbols, possibly of interest to a scholar or collector.
4-5 – Woven basket full of mushrooms; a successful Intelligence/Nature or Wisdom/Survival check will identify which ones are edible.
6-8 – Razor-sharp knapped flint knife on a braided bark lanyard.
9-10 – A hollow gourd containing 1d4+1 applications of a pungent-smelling resin. Restores 1d6 hit points when rubbed on a wound, but stains the skin green for the same number of days.
11-12 – A raven that seems fluent in both the Common tongue and the language of flinderkin. It can croak one-word answers in Common and flinderkin appear to understand its own vocalizations.
The dule-drane, or devil drone, is a vicious and voracious insectile predator. Their remarkable speed and rate of growth requires near constant feeding. A lone dule-drane can wreak havoc on a herd of livestock a nest of them can obliterate a village.
Medium beast (insect)
No. Appearing: 1 (1d4+2 in nest)
HP: 1d12, saves as a fighter.
Armor: Medium (Chitin exoskeleton + High Dexterity)
Movement: 50% faster than a normal human; can burrow through earth at half speed.
Disposition: Hungry and hostile.
Attack: Slashing forelimbs (melee +2, 1d8 damage) x2, or stinger (melee +1, 1d6 damage +1d6 damage each round and Disadvantage on ability checks, attack rolls, and skill rolls due to excruciating pain. A successful save vs. poison halves the damage, three successful saves negates the effect).
Leap Attack: As an action, the dule-drane leaps at a creature it can see within 30 feet. On a failed Dexterity saving throw, the target is knocked prone, with the dule-drane pinning it down.
I Loot the Body:
Dule-drane venom glands are of value to alchemists and apothecaries. If a dule-drane is killed before using its stinger, its venom gland can be extracted by characters that succeed an Intelligence/Nature check to identify the organ and two Dexterity checks, one to open the carcass without puncturing the gland and the second to remove it intact.