5e SRD >Creatures >


Medium fey, neutral

Armor Class 16 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft., swim 30 ft.

15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)

Skills Deception +7, Performance +7, Perception +5, Persuasion +7, Stealth +6
Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 6 (2,300 XP)

Special Traits

  • Amphibious. The fossergrim can breathe air and water.
  • Aquatic Invisibility. If immersed in water, the fossergrim can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.
  • Magic Resistance. The fossergrim has saving throws against spells and other magical effects.
  • Water Bound. The fossergrim dies if it leaves the water to which it is bound or if that water is destroyed.


  • Fiddlestick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 4 (1d8) thunder damage.
  • Fiddle. The fossergrim plays its fiddle and chooses one of the following magical effects. Any creature within 60 feet of the fossergrim that can hear the fiddle must succeed on a DC 14 Wisdom saving throw or be affected as described below. Other fossergrims and creature that can’t be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, 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 these panpipes for the next 24 hours.
    1. Song of Charm. The creature is charmed by the fossergrim for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
    2. Song of Terror. The creature is frightened for 1 minute.
    3. Song of Sleep. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
    4. Song of Stone. The creature is paralyzed for 1 minute.
    5. Song of Sorrow. The creature’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both.
    6. Song of Doom. The creature takes 9 (2d8) psychic damage and has disadvantage on Constitution saving throws for 1 minute.
    7. Song of Hope. The creature gains 10 temporary hit points.
    8. Song of Animation. The fossergrim casts animate objects, requiring no components. Its spellcasting ability for it is Charisma.
    9. Song of Waves. The fossergrim casts control water, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell affects a cube of water no larger than 30 feet on a side.
    10. Song of the Forest. The fossergrim casts animate objects on nearby plants, requiring no components. Its spellcasting ability for it is Charisma. It works just like the spell but animates plants instead.
    11. Song of the Dance. The creature suffers the effects of irresistible dance for 1 minute. Its spellcasting ability for it is Charisma.


This handsome man rises up out of a waterfall, seemingly untouched by its mists, with a fiddle at his side.

Fossergrim are fey who are exceptionally talented fiddlers. They are confined to waterfalls, where they use their music to lure the unwary.

An Appropriate Sacrifice. Legend has it that fossergrim can be convinced to share their talents with bards in exchange for a he-goat thrown with its head turned away into a waterfall that flows northward, or smoked mutton stolen from a neighbor’s storage four Thursdays in a row. If there is not enough meat on the goat or the mutton, the fossergrim merely teaches the bard how to fiddle.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.