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Small fey, any good

Armor Class 12
Hit Points 4 (1d6)
Speed: 20 ft..

7 (-2) 15 (+2) 10 (0) 14 (+1) 16 (+3) 17 (+3)

Skills: Nature +3, Stealth +4, Survival +5
Senses: darkvision 60 ft., passive Perception 13
Damage Vulnerabilities: cold iron
Damage Resistances: bludgeoning, piercing, slashing, stabbing from weapons that are not magical or made of cold iron
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Languages: Common, sylvan
Challenge: 1/4 (50 XP)

Special Traits

  • Innate Spellcasting: The aaleear’s innate spellcasting ability is Charisma (spell save DC 13). Aaleear have four spell slots. Expended spell slots are recovered after the aaleear completes a long rest. They can innately cast the following spells, requiring no material components:
  • Bardic Abilities: All common aaleear have the ability of 1st-level bards. Aaleear with more hit dice have the abilities and talents of a higher level bard. Aaleear characters that choose a different character path do not retain the ability of bardic knowledge but do not gain other abilities or benefits from that class.


  • Fey Bow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 1 target. Hit: 2 (1d4) piercing damage.
  • Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage.


In their distant past, the aaleear were fierce warriors of the fey realms. But sometime long ago their feet were turned from that path, and those days are known now only through myth and legend, captured in the songs of the aaleear. For in the modern world, the aaleear are creatures of music and art, and their songs are famed throughout the lands.

Aaleear stand roughly two to three feet high, tending more towards the plump (although their youths are still light of foot and strong of arm). Their hands, though, are delicate and fine -well wrought for sword craft and art craft both.

Advancing Aaleear

Aaleear gain additional abilities as they advance in level. For every four hit dice (bard levels) they gain, the Aaleear also gains additional innate spells. At four HD, the aaleear gains charm person and invisibility, plus two additional level 2 spell slots. At 8 HD, the aaleear gains charm monster and improved invisibility, plus one additional level 3 spell slot and one level four slot. At 12th level the aaleear gains dominate person and a level five spell slot. At 16th level, the aaleear gains mass suggestion and a sixth level slot. These spells and slots are separate from those gained as a bard and do not combine.

For every four HD thus gained, the Aaleear’s challenge increases by one level, and it may increase any two ability scores by +1 each.

Section 15: Copyright Notice

Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.

This is not the complete section 15 entry - see the full license for this page