Tiny fey, chaotic neutral

Armor Class 12
Hit Points 14 (4d4 + 4)
Speed 20 ft., fly 30 ft.

4 (-3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 16 (+3)

Skills Acrobatics +4, Animal Handling +3, Deception +6, Nature +2, Perception +3, Performance +6, Stealth +5
Damage Resistances radiant
Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 1/2 (100 XP)


  • Evasion. When the pisky is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the pisky instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Fey Ancestry. The pisky has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The pisky’s innate spellcasting ability is Charisma (spell save DC 13). The pisky can innately cast the following spells, requiring no material components:
  • Magic Resistance. The pisky has advantage on saving throws against spells and other magical effects.
  • Susceptible to Reversible Clothing. Any creature wearing a shirt or coat inside-out has advantage on all saving throws against pisky effects and the pisky has disadvantage on all attack rolls against it.


  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 2) piercing damage.
  • Pisky-Led. When a creature starts its turn within 30 feet of the pisky and is able to see the pisky’s eyes, the pisky can magically force it to make a DC 13 Charisma saving throw, unless the pisky is incapacitated. On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature falls prone. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the pisky until the start of its next turn, when it can avert its eyes again. If the creature looks at the pisky in the meantime, it must immediately make the save.
  • Magic Boon (Recharges after a Long Rest). The pisky grants a boon to one creature it can see within 5 feet of it that isn’t an Undead. The boon’s recipient gains a d4 and can, at any time within the next 24 hours, roll this die and add the number rolled to one ability check, attack roll, or saving throw made by it. No creature can have more than one of these magic boons at a time.


  • Taunt. The pisky launches an infuriating barrage of insults at a creature it can see within 60 feet. If the target can hear the pisky, it must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.


  • Misdirect. When the pisky is targeted by a ranged attack or a harmful spell that requires a Dexterity saving throw, it can use its reaction to distract the attacker, imposing disadvantage on the attack roll or granting the pisky advantage on its Dexterity saving throw. If the attack misses or the saving throw succeeds, reroll the attack or saving throw against a random creature within 30 feet of the pisky that doesn’t have total cover against the attack.


Piskies are diminutive fey creatures, standing no taller than a foot. They have pointed ears, round faces, insect wings, and twinkling eyes that reflect their mischievous nature. Their attire is made of natural materials like leaves, moss, and lichen, reflecting their close connection to the natural world. Their clothes are colored earthy tones, especially green, allowing them to blend seamlessly with their surroundings.

Piskies are creatures of the wild, dwelling in forests, meadows, and other natural landscapes. They have a particular fondness for areas rich in plant life, where they can frolic and engage in their playful activities. Piskies are known to have a special affinity for flowers, often using them as part of their attire or decorations.

Piskies are neither completely benign nor entirely mischievous. They possess a complex and capricious nature that can vary from one individual to another. While they may play tricks on humans, such as leading them astray or hiding household objects, they are also known to help the needy and perform acts of kindness, especially towards the elderly and infirm.

Piskies are masters of illusion and magic, using their innate spellcasting abilities to confound and entertain. Their confounding glances can leave their targets in a state of confusion, making them unsure of their surroundings and actions. Piskies are not malicious in their pranks; rather, they view their tricks as playful interactions with the human world.

In folklore, piskies are considered both lucky and unpredictable. They are associated with the spirit of the land and are known to bring blessings to those who are kind to them. Joan the Wad, the queen of the piskies, is particularly revered as a bringer of good luck. It is believed that carrying a charm or token depicting Joan the Wad can attract good fortune.

People who live in areas inhabited by piskies often take precautions to avoid being “pixy-led,” or led astray by these creatures. This includes avoiding certain areas such as stone circles and barrows, where piskies are said to have a strong presence. Despite their mischievous tendencies, piskies are generally seen as benevolent beings that can provide help and luck to those who respect them.

Section 15: Copyright Notice

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

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