Small elemental, chaotic good

Armor Class 15 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 30 ft., fly 50 ft.

9 (–1) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 18 (+4)

Saving Throws Wis +3, Cha +6
Skills Deception +6, Sleight of Hand +5
Damage Resistances lightning, thunder
Senses darkvision 60 ft., passive Perception 11
Languages Auran, Common
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Elemental Demise. If the peri dies, its body disintegrates into a warm breeze, leaving behind only the equipment the peri was wearing or carrying.


  • Wind Slash. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) lightning damage or thunder damage (the peri’s choice).
  • Invisibility. The peri magically turns invisible until it attacks or uses Storm Wave, or until its concentration ends (as if concentrating on a spell). Any equipment the peri wears or carries is invisible with it.
  • Storm Wave (1/Day). The peri throws its arms forward, releasing a blast of stormy wind in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a creature takes 7 (2d6) lightning damage and 7 (2d6) thunder damage and is pushed up to 10 feet away from the peri. On a success, a creature takes half the damage and isn’t pushed.


This small humanoid has exquisite elfin features, shimmering pale blue skin, and long, flowing hair. Its elegant insectile wings are almost as big as its body.

Peris are minor genies, spirits of elemental air that are often mistaken for fey. In the distant past, they were wicked, spiteful creatures, but they have since repented and are now mostly benevolent.

Repentant Tricksters. The djinni calipha banished the peris from the Plane of Air centuries ago for their mischievousness and sent them to the Material Plane to do penance. Now, they try their best to do good deeds, such as helping lost travelers in the mountains where they live. However, they find it hard to resist playing occasional tricks on mortals, particularly hunters who kill more game than they need. These pranks are rarely deadly, and meant to irritate the target of the prank. A peri might steal or hide a hapless mortal’s possessions, give them false directions, or use magic to frighten them away, but they stop short of physical harm, unless met with violence.

Useful to Genies. Occasionally, a djinn or other powerful genie may send a peri to deliver a message on their behalf. The peri treats such tasks as an opportunity to have some fun, often materialising in mid-air and bellowing the message at the top of its voice. Evil genies have been known to capture peris and keep them locked up in iron cages like little birds for mysterious purposes. Peris sometimes enlist the help of mortal adventurers in rescuing their captured compatriots.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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