Time For Pleasantries - A Pointy Hat Fae Adventure
Time For Pleasantries - A Pointy Hat Fae Adventure
Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos
PLAYTEST CONTENT
Hello! This is Playtest Content! As such, it might change in time,
this is not a final release. There’ll be channels to give feedback on
this article and future articles soon!
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Introduction:
Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos
Adventure Guide:
In order to help you run this game smoothly, the adventure is
organized into five main sections:
● Faerie Tales: The players’ suggested path through the
adventure, separated by location. You can also find
information on Renata, the key NPC, here.
● The Shallows: The dungeon in the Realm of Faerie, with
details on the four encounters.
● Ending the Adventure: The final conflict and the possible
ways this adventure can end.
● Epilogue: Possible outcomes and consequences, as well as
ways to tie this into future adventures for your party.
● Enemies and Stat Blocks: Enemy stat blocks and art to use
during your game.
This is a relatively linear adventure until the moral choice at the end,
so take some time to foreshadow the twist. The players will have a
difficult choice to make, with no right answer, and it’s your job as GM
to make the choice as hard as possible! Depicting and emphasizing
the stark differences between the material world and the Plane of
Faerie might encourage the players to see the pleasantries’ side of
things -- or underline the fact that the mortals they’ve taken didn’t
have a choice in the matter, and have lives they may wish to return to.
If the ending feels bittersweet, you’ve done it right.
Overview:
This adventure starts in a town called Alarcan, where a number of
people have gone missing from their beds. This is the work of a
specific type of fae called pleasantries. Pleasantries feed on dreams,
and have been kidnapping people from the small town of Alarcan for
sustenance -- offering them in return a pleasant end to their existence
in an unending, peaceful sleep filled with happy dreams. The party
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accompanies Renata, an orphan whose best friend was the victim of
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the latest kidnapping, and travels to the Plane of Faerie, through a uso inadecuado Más información
swamp dungeon called the Shallows, and into the poppy grove where
the pleasantries have built their nest. There, they confront the
Time for Pleasantries - A Pointy Hat Fae Adventure
pleasantries and their Queen, and must decide whether to attack or
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The Specifics:
● This is a level 5 adventure designed for a group of 4 players.
● This adventure clocks out at around 1 to 2 sessions of 3 to 4
hours to complete.
● This adventure can be a standalone one-shot, the beginning of
an adventure in the Plane of Faerie, or part of an ongoing
campaign with minimal tweaking.
● If battles are too easy or too hard for your party, we
recommend adjusting enemies’ HP accordingly.
● All monsters in this adventure are brand new. Their stat blocks
can be found at the end of this adventure.
● We encourage you to change the details of this adventure to fit
into your campaign or setting. Use your party’s existing
knowledge of the Plane of Faerie -- or lack thereof -- to guide
and subvert their expectations for the plot of the adventure.
● Content Warnings:
Reading these content warnings will spoil twists and parts of
the adventure. If you are a player, you might want to
reconsider reading this section and instead ask your GM or a
trusted friend to read these and see if there is anything you
would rather not have come up during play. We strongly
encourage you to play with all necessary precautions and
safety tools for a smooth and enjoyable experience at the
table.
○ Child endangerment/harm to children: Some of the
victims of the fae are children and young adults. They
are not killed outright by the fae, but are taken away
from their lives. If you or your players are especially
affected by danger to children, you can age up the
victims and change the setting at which they encounter
Renata.
○ Suicide: At the end of the adventure, it is revealed that
the pleasantries feed on dreams, and keep their
victims in a perpetual sleep filled with pleasant dreams
in order to do so. The pleasantries argue that their
victims would be happier in dreams, as opposed to
living in difficulty. If you or your players are sensitive to
the subject, this may be reminiscent of struggles with
suicidal ideation. If you feel like these topics are likely
to upset anyone at the table, we suggest allowing the
players to hear the dreams of the sleeping villagers,
depicting that while their conscious minds are at peace
while asleep, their unconscious minds would rather
wake up and return to their lives. This will remove the
moral choice at the end of the adventure, but the safety
and enjoyment of everyone at the table is always
paramount when playing. If you or someone you know
is in crisis, please reach out to the suicide prevention
lifeline local to your country.
Plot Hooks:
If you are running this as a standalone adventure not tied to an
ongoing campaign, we recommend giving the players an introduction
to the adventure and starting right as they arrive in town. The players
can be an existing part of adventurers looking for work or seeking to
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do good, or a group of like-minded individuals who band together to
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Set the scene, then allow the characters to explore the town and find
leads on the missing people. An Intelligence (Investigation) or
Wisdom (Perception) check (DC 13), or a Charisma (Deception,
Persuasion, or Intimidation) check (DC 12), or any other means the
characters may try, can lead the party towards someone willing to
give them some information:
- People have been going to sleep and have been found
missing from their beds in the morning. Most play it off as
them running away, but it’s been happening a little too
consistently for people’s comfort.
- There’s no apparent connection between the people who have
been disappearing. They aren’t the same age, most don’t
know each other too well, and most don’t live anywhere near
each other.
- However, most of the people who have gone missing were
going through some hardship.
- The most recent disappearance was a couple months ago, a
child at an orphanage in town. It’s not the first child who’s
disappeared from that orphanage, either.
- With an especially high roll, a child might tell the party pieces
of the orphanage kids’ story below.
The Orphanage
It should be clear to the characters, from whomever they’ve managed
to talk to or whatever lead they follow, that the first stop on their
journey is the town orphanage. Read or paraphrase the boxed text.
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home the week before she disappeared, and may have run away.
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Sofia’s best friend, Renata, seems shaken by her disappearance, but uso inadecuado Más información
she’s closed up, refusing to talk to anyone.
Renata has been dreaming about faeries for a week now. She knows
she’s next, and wants to set the faeries a trap. She asks the party for
help: they must stand watch over her secretly, and follow where she
goes -- but if they alert whoever’s doing this of their presence, the trap
will fail and the faeries won’t come again.
Renata
Renata (neutral good, human commoner) is a short girl in her early
teens, brash and stubborn. She’d planned to run away from the
orphanage with her best friend, but with Sofia missing, all she cares
about is finding her and saving her from whatever is taking the
children.
Personality Trait. “I stand up for other kids who can’t stand up for
themselves.”
Ideal. “Just because our lives are bad doesn’t mean we can’t work to
make them better.”
Bond. “I have to make sure Sofia is safe. I’ve always protected her.”
Flaw. “I’m still learning about the world, so I’m a little gullible.”
Renata is right about the faeries taking her tonight. Allow the players
to come up with a way to watch over her. With some exploration or
investigation of the area, the players may notice some details about
the orphanage that can help them plan. Renata has a room to herself
here on the first floor, with a window not too far off the ground, though
the walls are thin and sound travels easily between rooms. Due to the
recent disappearances, the building is patrolled by a series of guards
on rotating shifts (humanoid guards), but with a sufficient check or
enough time watching, the characters can figure out the patterns and
breaks in the shifts. Alarm spells, Dexterity (Stealth) checks, and
watchful familiars may come in handy at this juncture.
The first few hours of the night pass without incident, though a call for
Wisdom (Perception) checks will help create tension. In the middle of
the night...
The puddle acts as a fae crossroad for one minute after a sleeping
body is laid in it. After Renata’s body sinks through it, the light begins
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to dim quickly -- but there’s just enough time for the party to jump
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The characters emerge through the portal into the Plane of Faerie.
Renata is there, ten feet away from the party -- but she’s not alone.
Several pleasantries surround her, flitting around her body and
chittering to one another like insects. They go silent as soon as they
notice the characters; they pause for a moment, then flee.
The pleasantries are small faeries, around the size of a pixie, with
chitinous bodies and vaguely humanoid faces. They have soft fur
around their necks and long, feather-like antennae. Uncommon as
they are, pleasantries are unfamiliar to the players, but with an
Intelligence (Nature) check (DC 22) or an Intelligence (Arcana) check
(DC 20), they can learn their name and figure out that these little
faeries are likely servants or drones of a larger group, like hive insects
-- and that they can clearly traverse realms with ease and put
creatures to sleep.
With the departure of the pleasantries, Renata falls five feet to the
ground and startles awake. She urges the party to follow the
pleasantries, going deeper into the Plane of Faerie, and help her find
Sofia.
The Shallows
A clear path lies before the party in the form of a winding line of
islands, connected by thin bridges of land or walkways made of the
trees’ roots.
Light. The twilit sky sheds a diffuse bright light over the islands,
unless otherwise noted.
Water. All of the islands, and the land- or tree-bridges between them,
are surrounded by brackish water. The shores slope into shallow
water, but it becomes 8-10 feet deep less than five feet out.
Tree Cover. The huge trees that dot the shallows provide a sparse
canopy, but otherwise there is no ceiling.
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The
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Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos
Following the path ahead of them to the first large island leads the
characters to the first encounter of the dungeon.
“As you step onto the solid ground of an island, you find yourselves
wading through a sea of flowers. Some are familiar to you, though
they grow in unnatural colors -- blue roses, red violets, prismatic
daisies with each petal a different shade -- while others are
completely alien, strange shapes in brilliant hues. Most notable,
though, are the poppies that grow here and there, each at least
three feet tall. They sway enticingly in the light breeze, and little
motes of glowing pollen float around them.”
Before the players can explore or interact much, they are attacked by
an unseen enemy: a Nightcap. Nightcaps are fae beings with an
extremely alien biology. Their bodies are in constant flux between the
Plane of Faerie and the Ethereal Realm, which allows them to cross
between them at will. Nightcaps wander between the two planes in
search of victims. They are guided exclusively by instinct, their feelers
indicating the nearest source of energy. They are obligate carnivores,
but the way in which they obtain sustenance is unique: once a
nightcap has killed its victim, it stands over it, casting its magical
shadow over it. Its spores then decompose the body and fly back into
the body of the nightcap, bringing it the nutrients from its prey. While
that process is taking place, the nightcap remains completely
motionless, and its beauty may be admired without risking your life, so
it’s always important when encountering one to check if there are any
corpses lying under its cap.
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character taking an action to wake them, upon which the sleeping
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to wake up.
Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos
The Weasel offers the players what is actually hidden inside his chest:
a Horn of Plenty. He is also happy to chat, perfectly friendly after
he’s been fed so well, and may even provide some information about
the faeries behind the kidnappings to particularly persuasive players.
Horn of Plenty:
Wondrous item, rare, requires attunement
A beautifully carved golden horn with a small hole on one of its
ends and a large one on the other.
This horn has 3 charges. When you use an action to blow it, you
can cast the spell healing word at level 1 using your highest ability
modifier, provided the target of the spell is within 60 feet of you and
can hear you. Any sleeping creature within 30 feet of you is
immediately woken up when you blow the horn and cast the spell. If
you blow the horn after consuming all three charges, the horn
produces no sound. The horn regains 1d4 expended charges daily
at dawn.
Night Terrors
This encounter and monster has been created by Dungeon Dad.
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Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos
“As you reach the next area, you find yourselves in a gloomy forest.
The trees are gnarled, and a few appear to have twisted trunks that
resemble grotesque faces bearing horrific expressions. The air
chills to the point where you can see your breath, and a thin veil of
fog blankets the region. Every surface seems to be coated in a thin,
oily substance with a colorful sheen to it; in some places, this
substance has pooled into small puddles of black ichor.”
These black pools are actually terrors. Terrors are fae beings created
by an accumulation of nightmares, usually found right outside poppy
groves where pleasantries build their nests. The pleasantries discard
the nightmares of their dreamers, since these can’t serve as
sustenance for them; terrors form from the discarded nightmares, and
then build their own nests on the outskirts of the poppy grove, feeding
on the discarded nightmares. In return, the pleasantries gain a sort of
guard dog and a last line of defense for their poppy grove. The two
fey beings form a tight symbiotic relationship where they both benefit
from the other’s very specific diet.
Any creature not from the Plane of Faerie that looks into one of these
small pools sees bizarre and twisted versions of past events --
versions of history where things went differently, and the outcome was
worse for them. Every vision is unique and serves only to foster
anxiety in those who stare. A creature who looks for more than a
moment must succeed on a DC 13 Wisdom saving throw or suffer
disadvantage on their next saving throw. A creature who succeeds by
more than 5, however, has advantage on their next Wisdom saving
throw.
As the characters try to wrench their gaze from the horrifying visions,
a group of four terrors attacks. Each takes a form imitating the fear of
one of the characters -- but an exaggerated, nightmarish version of
that fear, a manifestation taken to the extreme. When a terror is killed,
it reverts to its true form, a humanoid shape that looks to be made of
a black oily substance.
“Battered and bruised as you are, the next leg of the journey seems
to go on forever. Strange as it is, the scenery of the Plane of Faerie
seems to blend together into a familiar, technicolor monotony.
Except -- wait. It’s not just that the unnatural colors of the swamp
are becoming familiar. You’ve crossed a channel on a log bridge
three times now...”
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A powerful illusion guards the center of the marsh, trapping those who uso inadecuado
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traverse it in an unending loop. If the players swim out to one side,
they appear ten minutes later on the other side of the corridor. If they
Time for Pleasantries - A Pointy Hat Fae
try toAdventure
take a different fork in the road, they eventually find themselves Actualizado automáticamente cada 5 minutos
back at the start of the loop.
The only way to circumvent the illusion is for the party to walk right
back the way they came -- although if your players come up with a
different ingenious solution, don’t hesitate to allow it. Either way, when
they are free from the loop, they find the swamp opening up before
them, to reveal a vast meadow.
“The dim light, the buzzling fireflies, and the humidity of the swamp
give way to an expanse covered in beautiful flowers, upon which
you see... beds. Dozens of beds are strewn around the meadow.
Some have wooden frames, some wrought iron, some have
intricately carved golden bedknobs -- and each of them holds a
body, lying fast asleep. Overlooking each bed is a massive, blood-
red poppy, its pollen falling gently over the sleeper’s face.
Flying around the beds, you see the same tiny beings that had
carried Renata’s sleeping body across the planes. They look up as
you enter and freeze, and then a massive figure emerges from the
flowers that blanket the meadow: equal parts humanoid and
insectoid, with beautiful wings that flutter behind her like a moth,
and a wicked stinger at the end of her abdomen.
The players have made it through the Shallows and into the heart of
the pleasantries’ nest: what is commonly referred to as a poppy
grove.
Pleasantries are fae beings that can only feed on the dreams of
beings from the Material Realm. In order to do so, they kidnap people
and bring them to their poppy groves, where they keep them in an
eternally pleasant sleep until their deaths. Pleasantries have a strict
moral code, and do not see their way of feeding as immoral or bad.
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They deliberately select those who are experiencing turmoil, hardship,
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that by putting these people under a pleasant sleep they give them a
much better end of their lives than their toilsome existence back in the
Time for Pleasantries - A Pointy Hat Fae Adventure
Material Realm. Pleasantries liken this to how people in the Material
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Realm keep cattle, and will argue that their way of treating their
dreamers is much more “humane”. (A Wisdom (Insight) check (DC 11)
will reveal that the pun is very much intended on the Pleasantry
Queen’s part.)
It is, however, clear to see that the dreamers did not choose to be put
to an eternal sleep, and that many wouldn’t have chosen this, no
matter how pleasant the dream they are plunged into or how
unpleasant their life at home. Many on the Material Realm may miss
the dreamers, with no closure as to what happened to them; many
may think that the dreamer left their family behind with no word. It is
deeply unfair to take away their choice in the matter according to the
moral code of most people in the Material Realm, including what is
likely to be the majority of the player characters.
In order for this moral choice to be effective, you as GM must not give
in into the attempts of players to derail this twisted trolley problem.
Players are most likely to try to find a way to not make a moral choice
at all, such as suggesting to wake the dreamers up one by one and
ask them if they would rather stay asleep or leave with the party. Don’t
allow them to do so. We strongly suggest having the Queen of the
pleasantries say outright that she and her colony will be forced to
attack the party if they disturb the sleep of the pleasantries’ dreamers,
just like a farmer wouldn’t appreciate if their cattle were freed from
their farm simply because some of the cows did not wish to stay.
There are many ways to get to these two endings, but there are, in
the end, only two.
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A Planar
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If the players choose to leave the dreamers and the pleasantries be,
Time for Pleasantries - A Pointy Hat Fae Adventureare overjoyed. They don’t like when denizens of the
the pleasantries Actualizado automáticamente cada 5 minutos
Material Realm venture into their grove -- or at least not while they are
awake -- and will offer the players their aid in exchange for the party’s
silence. If the party manages to successfully convince the
pleasantries to vary the locations from where they obtain their
dreamers, the pleasantries assure the party that they will honor that
promise. If the party hasn’t found the Horn of Plenty, have the
Pleasantries give it to them as a parting gift. Emphasize that today the
party made a powerful friend in the Plane of Faerie, and that many
other pleasantry colonies will hear of their understanding.
Renata stays very quiet during this, and refuses to talk to the party at
all during the long trek back home. When their paths are about to
separate, Renata breaks her silence to state plainly that she will never
forget how they left Sofia behind. While they may have made a friend
in the Plane of Faerie today, they also made an enemy here, on the
Material Realm.
The Pleasantry Queen is a fierce foe, with lair actions and a kit that
focuses on sustainability and ongoing healing to make up for her
middle-of-the-road total hit point count. If you feel like the battle might
still be too easy for your party, you can add pleasantries to it,
expanding the options of lair actions the Queen can take. If you
believe the Pleasantry Queen to be enough of a foe for your party
alone, you can explain that worker pleasantries are not strong enough
to help their Queen in combat.
At the end of the battle, assuming the players kill the queen, the other
pleasantries scream a shrill, ear-piercing cry and fly in all directions,
leaving the grove to the players. The dreamers can be woken up
easily, including Sofia, who Renata hugs tightly -- much to Sofia’s
surprise; from her perspective, she just went to bed a couple of hours
ago. While this is the option players are more likely to take, don’t be
afraid to show them the consequences of their actions. Some of the
dreamers try to go back to sleep immediately after being woken up,
wanting to go back to their pleasant dreams and now unable to do so
because the pleasantries are gone.
The fae crossing at the edge of the Shallows opens when someone
falls asleep in it from the Plane of Faerie too, so offer the players a
long rest back where they started their journey into the Shallows.
Renata will admit that she’s pretty tired after all that adventuring and
fall into the lap of her rescued friend, opening the portal once more
back to the real world and out of the pleasant -- and deadly -- faerie
dream.
Epilogue
Here are some hooks to tie the end of this adventure to brand new
adventures that reflect your party’s choices.
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Some time after the events of Time for Pleasantries, the players
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fae powers who seems to be after them, appearing and disappearing
through trees and greenery. This mysterious ranger kidnaps a friendly
Time for Pleasantries - A Pointy Hat Fae
NPCAdventure
who the party values and trusts, instructing the party to meet
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them at a specific place if they ever want to see their friend again. It
turns out that the mysterious figure is none other than Renata, who
found a way into the Plane of Faerie again and experienced a lifetime
there while significantly less time passed in the Material Realm.
Renata is now an adult, not the child the party met in Alarcan, has
learned to master the ever-changing nature of the Plane of Faerie --
and she has not forgiven the party for how they abandoned Sofia to
the pleasantries. Renata has taken a friend of the party in return, and
hid them away in the Plane of Faerie. If they want their ally back, they
must help her find the pleasantries that originally captured Sofia and
take them down. Renata can’t do so on her own, since the Queen has
found a mate and created a poppy forest -- the last stage in the life of
a pleasantry, and the point at which they are most powerful. Will the
party be up to the task now? Or will they betray Renata once more?
NIGHTCAP
Large fey, True Neutral
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Night Cap. The space within 5 feet of the nightcap, including the space
it occupies, is in dim light, regardless of if a source of light, magical or
otherwise, is brought into the space.
ACTIONS
Multiattack. The nightcap makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) bludgeoning damage.
Ethereal Jump. The nightcap shifts into the Ethereal Realm. It can’t be
seen, heard or targeted from the Plane of Faerie, but it’s able to see,
hear, and target creatures in the Plane of Faerie.
Spore Bomb (recharge 5-6). The nightcap shakes its cap, liberating
noxious spores. All creatures within 5 feet of the nightcap must succeed
on a DC 13 Constitution saving throw or take 2d6 poison damage and
be poisoned for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
Terror:
TERROR
Large fey (shapechanger), Typically Neutral Evil
Skills Insight +5
Condition Immunities frightened
Senses passive Perception 13
Languages Sylvan
Challenge 1 (200 XP) Proficiency
Bonus +2
Horrific Shifting. The terror can use its bonus action to transform its
appearance. It decides what it looks like, including its height, weight,
facial features, the sound of its voice, hair length, coloration, number of
limbs, and distinguishing characteristics, if any. It may also choose to be
Small, Medium, or Large. Its statistics, other than its size, are the same
in each form. Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.
Fear Sense. The terror knows what any living creature within 120 feet
of it is frightened of. It has advantage on attack rolls against any
creature that is frightened by it.
ACTIONS
Lash Out. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
12 (2d8+3) slashing damage.
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Pleasantry Queen:
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PLEASANTRY QUEEN
Medium fey, True Neutral
Ethereal Traveler. The Pleasantry Queen can see and attack creatures
that are currently in the Plane of Faerie from the Ethereal Realm.
ACTIONS
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13
(2d8 + 4) piercing damage. The Pleasantry Queen regains a number of
hit points equal to half of the damage inflicted by the stinger (rounding
up).
Ethereal Jump. The Pleasantry Queen shifts into the Ethereal Realm.
She can’t be seen, heard or targeted from the Plane of Faerie, but she’s
able to see, hear, and target creatures in the Plane of Faerie.
Siphon Rest. The Pleasantry Queen siphons away the life energy of a
sleeping creature within 30 feet. She can then roll one of her Hit Dice,
regardless of whether she has any left, and regain a number of hit
points equal to the roll. A sleeping creature dies if its rest is siphoned
three times before the creature completes a long rest.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the Pleasantry Queen can
take a lair action to cause one of the following effects; the Pleasantry
Queen can’t use the same effect two rounds in a row.
Pleasantry:
PLEASANTRY
Tiny fey, True Neutral
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STR DEX CON INT WIS CHA
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Skills Acrobatics +6, Perception +5, Stealth +6
Damage Resistances Psychic
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Senses Darkvision 120 ft., passive Perception 15 Actualizado automáticamente cada 5 minutos
Languages Common, Sylvan
Challenge 1/4 (50 XP) Proficiency
Bonus +2
Ethereal Traveler. The pleasantry can see and attack creatures that
are currently in the Plane of Faerie from the Ethereal Realm.
ACTIONS
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) piercing damage. The pleasantry regains a number of hit
points equal to half of the damage inflicted by the stinger (rounding up).
Ethereal Jump. The pleasantry shifts into the Ethereal Realm. It can’t be
seen, heard or targeted from the Plane of Faerie, but it is able to see,
hear, and target creatures in the Plane of Faerie.
Sleep (1/Day). The pleasantry casts the sleep spell at 2nd level.
OPEN GAME License Version 1.0a The following text is the property
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2000, Wizards of the Coast, LLC. System Reference Document 5.1
Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls,
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