Tiny fey (shapechanger), chaotic neutral

Armor Class 14
Hit Points 21 (6d4 + 6)
Speed 30 ft., burrow 30 ft.

20 (+5) 23 (+6) 12 (+1) 14 (+2) 16 (+3) 16 (+3)

Skills Acrobatics +8, Perception +5, Performance +5, Sleight of Hand +8, Stealth +8
Damage Vulnerabilities cold, thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 15
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 3 (700 XP)


  • Blurred Movement. Attack rolls against the korrigan have disadvantage unless it is incapacitated or its speed is 0.
  • Evasion. If the korrigan is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Spellcasting. The korrigan casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
  • Susceptible to Holy Symbols. While the korrigan is wearing or touching a holy symbol, it automatically fails saving throws against effects that turn Fey.


  • Multiattack. The korrigan makes three Dagger attacks.
  • Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage or 11 (2d4 + 6) piercing damage when enlarged.
  • Enlarge (Recharges after a Short or Long Rest). For 1 minute, the korrigan magically increases in size, along with anything it is wearing or carrying. While enlarged, the korrigan’s size is Small (if in its natural form of Tiny), Medium (if shapechanged into a Small humanoid) or Large (if shapechanged into a Large humanoid). It doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the korrigan lacks the room to become its new size, it attains the maximum size possible in the space available.
  • Maddening Dance. The korrigan’s dancing magically confounds the mind of one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. The charmed target must use its action before moving on each of its turns to make a melee attack against another creature of the korrigan’s choice that the korrigan can see within 5 feet of it. If the charmed target is unable to make the attack, it can use its action to take the Dodge action instead. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Poison Breath (Recharge 5-6). The korrigan exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.


  • Change Shape. The korrigan can polymorph into a Small or Medium humanoid it has seen or back into its true form. 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.
  • Healing Touch (3/Day). As a bonus action, the korrigan touches a creature it can see within 5 feet of it. The target magically regains 11 (2d10) hit points and is cured of any diseases or conditions affecting it.


Korrigans are tiny creatures, standing no more than two feet tall. When shapechanged, they often appear as beautiful beings with flowing blonde hair. In their true form, they appear as small, lean men with peculiar features like horns, claws, and hooves.

Korrigans are small and capricious fey creatures. They are described as beings of contradictions – sometimes benevolent household helpers, and other times fiendish abductors of babies. Their origins are uncertain, with some tales associating them with ancient giants or tormented souls.

There are several korrigan subspecies: kornikaned dwelled in forests, korils in swamps, and teuz prefer humanoid homes. When not out and about, they reside underground, guarding the treasures of the earth. During the coldest winter months, they hibernate, emerging with the arrival of spring. They are commonly associated with ancient sites, such as menhirs, dolmens, fountains, and springs.

Korrigans have a complex relationship with humans. Legends suggest that they once lived harmoniously with humans until the spread of religion led to their exclusion from sacred lands. This caused a deep resentment among the korrigans, and they seek to reclaim their ancestral places and repay humanity for their perceived betrayal.

Korrigans enjoy playing tricks, disturbing the peace of the countryside, and mocking religion with their raucous dances around chapels and calvaries. They are mischievous beings, causing trouble for greedy or foolish individuals while rewarding those who display humility. Some korrigans have become helpful, assisting humans with household chores or finding lost objects.

Korrigans are known for their nocturnal dances, especially during the full moon. These dances leave behind rings of mushrooms, marking the presence of their revelry. The korrigans’ dances are said to be both captivating and dangerous, as those who join the dance might be rewarded or face dire consequences, depending on their behavior.

To protect themselves from korrigans’ mischief, people often left offerings, such as small flat stones or inflated pig bladders, to appease these elusive creatures. Additionally, scattering objects in their path or using holy water could deter them from causing harm.

Section 15: Copyright Notice

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

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