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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/size/medium
- monster/type/fey
aliases: ["Blink Dog"]
---
# Blink Dog
*Source: SRD / Basic Rules*
```ad-statblock
title: Blink Dog
![](compendium/bestiary/fey/token/blink-dog.png#token)
*Medium fey, Lawful Good*
- **Armor Class** 13
- **Hit Points** 22 (`4d8 + 4`)
- **Speed** 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|12 (+1)|17 (+3)|12 (+1)|10 (+0)|13 (+1)|11 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Perception +3, Stealth +5
- **Senses** passive Perception 13
- **Languages** Blink Dog, understands Sylvan but can't speak it
- **Challenge** 1/4
## Traits
***Keen Hearing and Smell.*** The dog has advantage on Wisdom ([Perception](rules/skills.md#Perception)) checks that rely on hearing or smell.
## Actions
***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (`1d6 + 1`) piercing damage.
***Teleport (Recharge 4-6).*** The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
```
^statblock
## Environment
forest
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/size/medium
- monster/type/fey
aliases: ["Dryad"]
---
# Dryad
*Source: SRD / Basic Rules*
```ad-statblock
title: Dryad
![](compendium/bestiary/fey/token/dryad.png#token)
*Medium fey, Neutral*
- **Armor Class** 11 (16 with [barkskin](compendium/spells/barkskin.md))
- **Hit Points** 22 (`5d8`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|10 (+0)|12 (+1)|11 (+0)|14 (+2)|15 (+2)|18 (+4)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Perception +4, Stealth +5
- **Senses** darkvision 60 ft., passive Perception 14
- **Languages** Elvish, Sylvan
- **Challenge** 1
## Traits
***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.
***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.
***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
***Innate Spellcasting.*** The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
**At will**: [druidcraft](compendium/spells/druidcraft.md)
**1/day each**: [barkskin](compendium/spells/barkskin.md), [pass without trace](compendium/spells/pass-without-trace.md), [shillelagh](compendium/spells/shillelagh.md)
**3/day each**: [entangle](compendium/spells/entangle.md), [goodberry](compendium/spells/goodberry.md)
## Actions
***Club.*** *Melee Weapon Attack:* +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. *Hit:* 2 (`1d4`) bludgeoning damage, or 8 (`1d8 + 4`) bludgeoning damage with shillelagh.
***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically [charmed](rules/conditions.md#charmed). The [charmed](rules/conditions.md#charmed) creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts [charmed](rules/conditions.md#charmed) at a time.
```
^statblock
## Environment
forest
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---
obsidianUIMode: preview
cssclasses: json5e-note
---
# Index of Fey
- [Blink Dog](07-Compendium/bestiary%201/fey/blink-dog.md)
- [Dryad](07-Compendium/bestiary%201/fey/dryad.md)
- [Green Hag](07-Compendium/bestiary%201/fey/green-hag.md)
- [Satyr](07-Compendium/bestiary%201/fey/satyr.md)
- [Sea Hag](07-Compendium/bestiary%201/fey/sea-hag.md)
- [Sprite](07-Compendium/bestiary%201/fey/sprite.md)
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/environment/hill
- monster/environment/swamp
- monster/size/medium
- monster/type/fey
aliases: ["Green Hag"]
---
# Green Hag
*Source: SRD / Basic Rules*
```ad-statblock
title: Green Hag
![](compendium/bestiary/fey/token/green-hag.png#token)
*Medium fey, Neutral Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 82 (`11d8 + 33`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|12 (+1)|16 (+3)|13 (+1)|14 (+2)|14 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Arcana +3, Deception +4, Perception +4, Stealth +3
- **Senses** darkvision 60 ft., passive Perception 14
- **Languages** Common, Draconic, Sylvan
- **Challenge** 3
## Traits
***Amphibious.*** The hag can breathe air and water.
***Mimicry.*** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
**At will**: [dancing lights](compendium/spells/dancing-lights.md), [minor illusion](compendium/spells/minor-illusion.md), [vicious mockery](compendium/spells/vicious-mockery.md)
## Actions
***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (`2d8 + 4`) slashing damage.
***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
***Invisible Passage.*** The hag magically turns [invisible](rules/conditions.md#invisible) until she attacks or casts a spell, or until her [concentration](rules/conditions.md#concentration) ends (as if concentrating on a spell). While [invisible](rules/conditions.md#invisible), she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is [invisible](rules/conditions.md#invisible) with her.
## Lair actions
The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.
On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
- Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.
- The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
A powerful green hag might have the following additional lair action:
- The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.
## Regional effects
Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to `2d10` days to fade away.
The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:
- Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
- Beasts that have an Intelligence score of 2 or lower are [charmed](rules/conditions.md#charmed) by the hag and directed to be aggressive toward intruders in the area.
- Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.
A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:
- Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.
- The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Trees transform into awakened trees and attack when hostile intruders are near.
## Is copy
true
## _copied from
Hag (VGM)
```
^statblock
## Environment
forest, swamp, hill
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/size/medium
- monster/type/fey
aliases: ["Satyr"]
---
# Satyr
*Source: SRD / Basic Rules*
```ad-statblock
title: Satyr
![](compendium/bestiary/fey/token/satyr.png#token)
*Medium fey, Chaotic Neutral*
- **Armor Class** 14 ([leather armor](compendium/items/leather-armor.md))
- **Hit Points** 31 (`7d8`)
- **Speed** 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|12 (+1)|16 (+3)|11 (+0)|12 (+1)|10 (+0)|14 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Perception +2, Performance +6, Stealth +5
- **Senses** passive Perception 12
- **Languages** Common, Elvish, Sylvan
- **Challenge** 1/2
## Traits
***Magic Resistance.*** The satyr has advantage on saving throws against spells and other magical effects.
## Actions
***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (`2d4 + 1`) bludgeoning damage.
***Shortsword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (`1d6 + 3`) piercing damage.
***Shortbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (`1d6 + 3`) piercing damage.
```
^statblock
## Environment
forest
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/environment/underwater
- monster/size/medium
- monster/type/fey
aliases: ["Sea Hag"]
---
# Sea Hag
*Source: SRD / Basic Rules*
```ad-statblock
title: Sea Hag
![](compendium/bestiary/fey/token/sea-hag.png#token)
*Medium fey, Chaotic Evil*
- **Armor Class** 14 (natural armor)
- **Hit Points** 52 (`7d8 + 21`)
- **Speed** 30 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|16 (+3)|13 (+1)|16 (+3)|12 (+1)|12 (+1)|13 (+1)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 11
- **Languages** Aquan, Common, Giant
- **Challenge** 2
## Traits
***Amphibious.*** The hag can breathe air and water.
***Horrific Appearance.*** Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
## Actions
***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (`2d6 + 3`) slashing damage.
***Death Glare.*** The hag targets one [frightened](rules/conditions.md#frightened) creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
## Lair actions
The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.
On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
- Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.
- The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
A powerful sea hag might have the following additional lair actions:
- The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.
- The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the [simulacrum](compendium/spells/simulacrum.md) spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.
## Regional effects
Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to `2d10` days to fade away.
The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:
- Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
- Beasts that have an Intelligence score of 2 or lower are [charmed](rules/conditions.md#charmed) by the hag and directed to be aggressive toward intruders in the area.
- Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.
A powerful sea hag creates one or more of the following additional regional effects within 1 mile of her lair:
- Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it.
- Currents and tides are exceptionally strong and treacherous. Any ability check made to safely navigate or control a vessel moving through these waters has disadvantage.
- Shores are littered with dead, rotting fish. The hag can sense when one of the fish is handled and cause it to speak with her voice.
## Is copy
true
## _copied from
Hag (VGM)
```
^statblock
## Environment
underwater, coastal
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/size/tiny
- monster/type/fey
aliases: ["Sprite"]
---
# Sprite
*Source: SRD / Basic Rules*
```ad-statblock
title: Sprite
![](compendium/bestiary/fey/token/sprite.png#token)
*Tiny fey, Neutral Good*
- **Armor Class** 15 ([leather armor](compendium/items/leather-armor.md))
- **Hit Points** 2 (`1d4`)
- **Speed** 10 ft., fly 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 3 (-4)|18 (+4)|10 (+0)|14 (+2)|13 (+1)|11 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Perception +3, Stealth +8
- **Senses** passive Perception 13
- **Languages** Common, Elvish, Sylvan
- **Challenge** 1/4
## Actions
***Longsword.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
***Shortbow.*** *Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become [poisoned](rules/conditions.md#poisoned) for 1 minute. If its saving throw result is 5 or lower, the [poisoned](rules/conditions.md#poisoned) target falls [unconscious](rules/conditions.md#unconscious) for the same duration, or until it takes damage or another creature takes an action to shake it awake.
***Heart Sight.*** The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
***Invisibility.*** The sprite magically turns [invisible](rules/conditions.md#invisible) until it attacks or casts a spell, or until its [concentration](rules/conditions.md#concentration) ends (as if concentrating on a spell). Any equipment the sprite wears or carries is [invisible](rules/conditions.md#invisible) with it.
```
^statblock
## Environment
forest
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