Far Darrig

Small fey, chaotic neutral

Armor Class 14
Hit Points 39 (6d6 + 18)
Speed 30 ft.

8 (-1) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Skills Deception +5, Perception +4, Performance +5, Stealth +6
Saving Throws Dex +6, Con +5, Cha +5
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 2 (450 XP)


  • Innate Spellcasting. The far darrig’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
  • Mimicry. The far darrig can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 13 Wisdom (Insight) check.
  • Ventriloquism. Whenever the far darrig speaks, it can choose a point within 60 feet of him; its voice emanates from that point.


  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  • Infernal Prank (Recharge 5-6). The far darrig targets one creature within 60 feet that can hear him and emits a horrible and terrifying illusion. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Invisibility (Recharges after a Short or Long Rest). The far darrig magically turns invisible until it attacks, casts a spell, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the far darrig wears or carries is invisible with it.


The far darrig resembles a near relation to the leprechaun, with similar features and a short stocky body. He stands at about 3 feet tall and has a splotched, yellow face. He dresses entirely in red, wearing a hat, tail-trailing cape, and woolen stockings that cling to his calves, hence the name “red man.”

The far darrig, also known as the fear dearg or red man, is a mischievous and cunning fey creature that delights in causing fear and confusion among mortals. He is known for his colorful appearance, mischief, and mocking nature. He enjoys manipulating his voice and creating eerie sounds and illusions to bewilder those who encounter him.

The far darrig is most commonly found in secluded and eerie locations, such as lonely bog huts, abandoned ruins, and misty moors. He is particularly drawn to places with a history of fear and mystery.

The far darrig’s favorite pastime is playing macabre games with mortals. He invites unsuspecting individuals into lonely locations, then proceeds to perform frightening tricks on them. He manipulates his voice to create sounds of thudding waves, cooing pigeons, and the eerie laughter of the dead.

Mortal terror amuses the far darrig, and he finds pleasure in causing distress, but he means no serious harm. In his own way, he desires to show favor and bring luck to those he approves of. However, he cannot resist a preliminary teasing before bestowing his favor.

The key to avoiding the far darrig’s macabre games is to be polite and assertive. When encountering the red man, it is advisable to say, “Na dean maggadh fum” (do not mock me) to make it clear that you won’t be easily frightened or manipulated. However, the far darrig is so skilled at planning his tricks that many mortals are ensnared before they even realize they should protest.

`Despite his mischievous nature, the far darrig is good-natured and finds joy in bringing favor to those who earn his approval. However, one must navigate his tricks and illusions with wit and composure to gain his favor without falling into his traps.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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