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Wesen des Waldes beschwören

Beschwörung des 4. Grades

Zeitaufwand: 1 Aktion
Reichweite: 18 m
Komponenten: V, G, M (eine Stechpalmenbeere pro beschworener Kreatur)
Wirkungsdauer: Konzentration, bis zu 1 Stunde

Du beschwörst Feenwesen, die in nicht besetzten Bereichen in Reichweite erscheinen, die du sehen kannst. Wähle aus den folgenden Möglichkeiten, was erscheint:

• ein Feenwesen mit Herausforderungsgrad 2 oder weniger Seevettel
SRD

Hag, Sea

Medium fey, chaotic evil
Armor Class 14 (natural armor)
Hit Points 52 ( 7d8+21 )
Speed 30ft Swim: 40ft

STR
16 +3
DEX
13 +1
CON
16 +3
INT
12 +1
WIS
12 +1
CHA
13 +1

Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Giant
Challenge 2 (450 XP)


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 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 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.


 

• zwei Feenwesen mit Herausforderungsgrad 1 oder weniger Dryade
SRD

Dryad

Medium fey, neutral
Armor Class 11 (16 with Barkskin)
Hit Points 22 5d8
Speed 30ft

STR
10 0
DEX
12 +1
CON
11 0
INT
14 +2
WIS
15 +2
CHA
18 +4

Skills Perception +4, Stealth +5
Senses darkvision 60ft., passive Perception 14
Languages Elvish, Sylvan
Challenge 1 (200 XP)

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

1/day: barkskin, pass without trace, shillelagh

3/day: entangle, goodberry


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.


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. The 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.


 

• vier Feenwesen mit Herausforderungsgrad 1/2 oder weniger Satyr
SRD

Satyr

Medium fey, chaotic neutral
Armor Class 14 (leather armor)
Hit Points 31 7d8
Speed 40ft

STR
12 +1
DEX
16 +3
CON
11 0
INT
12 +1
WIS
10 0
CHA
14 +2

Skills Perception +2 , Performance +6 , Stealth +5
Senses passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)


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.


 

• acht Feenwesen mit Herausforderungsgrad 1/4 oder weniger Pixie

Monster Manual: page 253

Pixie CR: 1/4

Tiny fey, neutral good
Armor Class: 15
Hit Points: 1hp 1d4-1
Speed: 10 ft , fly: 30 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

2 -4

DEX

20 +5

CON

8 -1

INT

10 +0

WIS

14 +2

CHA

15 +2

Saving Throws: Magic
Skills: Perception +4, Stealth +7
Senses: Passive Perception 14
Languages: Sylvan
Challenge Rating: 1/4

Innate Spellcasting. The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:

At will: Druidcraft

1/day: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep

Actions

Superior Invisibility The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.

Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand. Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.

Magical Faerie Folk. With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn.

Pixie Dust. When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.

Tiny Tricksters. While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf's boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their "guests" along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.

Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy

Suggested Environments

Feywild, Material Plane

Flimmerhund

Dungeons and Dragons 5th Edition Monster Manual pg 318

Blink Dog CR: 1/4

Medium fey,
Armor Class: 13
Hit Points: 22 (4D8+4)
Speed: 40 ft

STR

12 +1

DEX

17 +3

CON

1 -5

INT

0 -5

WIS

1 -5

CHA

0 -5

Skills: Perception +3, Stealth +5
Languages: Blink Dogs understands Sylvan but can' speak it
Challenge Rating: 1/4

Keen Hearing and Smell. The Blink Dog has advantage on Wisdom (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 Blink 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 Blink Dog can make one Bite Attack.

Blink Dogs were originally created and then bred to hunt down and kill Displacer Beasts by Fey of the Seelie Court. As a result, to this very day, Blink Dogs will attack or flee from Displacer Beasts on sight depending on the situation. Each now has a genetic hatred for one another. This genetic hatred runs so deep and innate that Blink Dogs will attack individuals wearing the Cloak of Displacement without thought and will not stop until they or their target is destroyed.
Feengeist (Sprite)
SRD

Sprite

Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 ( 1d4 )
Speed 10ft Fly: 40ft

STR
3 -4
DEX
18 +4
CON
10 0
INT
14 +2
WIS
13 +1
CHA
11 0

Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)


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 for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls 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 until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.


 
 

Die Feenwesen verschwinden, wenn sie auf 0 Trefferpunkte reduziert werden oder der Zauber endet. Sie sind mit dir und deinen Gefährten verbündet. Würfle die Initiative für die beschworenen Kreaturen als Gruppe, die ihre eigenen Züge ausführt. Sie folgen allen verbalen Befehlen, die du ihnen erteilst (dazu musst du keine Aktion aufwenden). Ohne Befehle verteidigen sie sich gegen feindliche Kreaturen, führen aber ansonsten keine Aktionen aus. Der SL hat die Spielwerte der Feenwesen zur Verfügung.

Aufhöheren Graden: Wenn du diesen Spruch mit einem Zauberplatz eines höheren Grades wirkst, wählst du eine der oben beschriebenen Beschwörungsoptionen und mehr Kreaturen erscheinen: doppelt so viele bei einem Zauberplatz des 6. Grades und dreimal so viele bei einem des 8. Grades.

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