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Medium fey, chaotic neutral

Armor Class 11
Hit Points 22 (4d8 + 4)
Speed 30 ft.

10 (+0) 12 (+1) 12 (+1) 8 (-1) 8 (-1) 14 (+2)

Skills Persuasion +4
Senses passive Perception 9
Languages Sylvan and one other language
Challenge 1 (200 XP)

Special Traits

  • Collective Psychic Illness. Any humanoid within 5 ft. of the fey-touched must succeed on a DC 11 Wisdom saving throw, or they can’t take reactions until the end of their next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
  • Disoriented. The fey-touched make their ability checks and saving throws with disadvantage.


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


The fey-touched are humanoids who lost their minds after ending up in Feyland. Most fey-touched used to be humans. They often enter the land of the fey by going through a magical portal.

Lost in Feyland. As the fey-touched spend more time in Feyland they forget their former lives. Most need assistance if they are to ever find their way home again.

Collective Confusion. Simply being in the presence of these lost souls affects other creatures. Many of the local fey avoid contact with these creatures.

Section 15: Copyright Notice

Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood