House Spirit, Domovoi

Family: House Spirit

Tiny fey, chaotic good

Armor Class 13
Hit Points 27 (6d4+12)
Speed 20 ft.

10 (+0) 16 (+3) 14 (+2) 9 (-1) 13 (+1) 17 (+3)

Skills Acrobatics +5, Perception +3, Stealth +7
Senses passive Perception 13
Languages Common, Sylvan
Challenge 1 (200 XP)


  • Innate Spellcasting. The domovoi’s innate spellcasting ability is Charisma (spell save DC 13). The domovoi can innately cast the following spells, requiring no material components:
  • Magic Resistance. The house spirit has advantage on saving throws against spells and other magical effects.
  • Nimble Escape. The domovoi can take the Disengage or Hide action as a bonus action on each of its turns.


  • Club. Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 2 (1d4) bludgeoning damage.
  • Change Shape. The domovoi magically polymorphs into a cat or a Small dog (use the stats of a jackal), or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the domovoi’s choice). In a new form, the domovoi retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
  • Invisibility. The house spirit magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the house spirit wears or carries is invisible with it.
  • Telekinesis. The domovoi magically moves or manipulates one creature or object that it can see within 60 feet. If the domovoi switches targets, the prior target is no longer affected. The domovoi can try to move a Medium or smaller creature. The domovoi makes a Charisma ability check contested by the creature’s Strength check. If it wins the contest, it moves the creature up to 30 feet in any direction, including upward but not beyond 60 feet of it. Until the end of its next turn, the creature is restrained in its telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, it can use its action to attempt to maintain its telekinetic grip on the creature by repeating the contest. The domovoi can try to move an object that weighs up to 50 pounds. If the object isn’t being worn or carried, it automatically moves it up to 30 feet in any direction, but not beyond 60 feet of it. If the object is worn or carried by a creature, it must make a Charisma ability check contested by that creature’s Strength check. If it succeeds, it pulls the object away from that creature and can move it up to 30 feet in any direction but not beyond 60 feet. It can exert fine control on objects with its telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. The domovoi can lift an unattended object that weighs up to 50 pounds and hurl it at a target within 60 feet. It has a ranged spell attack bonus of +5 and deals 3 (1d6) damage, usually bludgeoning. The damage could piercing or slashing if an appropriate object is hurled (such as an arrow or a sword) and weapons do their normal damage (with no ability bonus).


The work never ends for those who live on farms or in small villages, and the wise often seek the aid of the fey folk while pursuing their daily chores.

A family might leave a piece of bread under the stove or an old boot in the closet to attract a domovoi to their home. Domovoi help with small tasks like churning butter and mending clothes, but mostly protect the home from intruders and misfortune.

These helpful fey can also tell the fate of the family they protect but grow annoyed when asked to do so too often.

A domovoi appears as small, old man no more than 2 feet tall, covered in hair and with a long, shaggy beard.

Section 15: Copyright Notice

The Dragon’s Hoard #15 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

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