Large Fey (Archfey), Neutral
Armor Class 19 (Natural Armor)
Hit Points 200 (17d10 + 85)
Speed 40 ft.
STR
18 (+4)
DEX
24 (+7)
CON
18 (+4)
INT
20 (+5)
WIS
25 (+7)
CHA
23 (+6)
Saving Throws DEX +13, WIS +13, CHA +12
Skills Arcana +13, History +13, Nature +14, Stealth +15
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 22
Languages Common, Elvish, Goblin, Sylvan, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Devil's Sight. Magical darkness doesn't impede Donn's darkvision.

Fey Sight. Donn has truesight for a range of 120 ft.

Magic Resistance. Donn has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. Donn's spellcasting ability is Charisma (spell save DC 22). Donn can innately cast the following spells, requiring no material components:

At will: bestow curse, dream, remove curse, charm person, thorn whip, faerie fire, fog cloud, tree stride, crown of madness, hex, mind spike, misty step.

6/day each: darkness, fear, hallucinatory terrain, blight, wrath of nature, far step, mental prison.

3/day each: insect plague, plant growth, wall of thorns, regenerate, dream of the blue veil, synaptic static.

1/day: feeblemind, maddening darkness.

Actions

Multiattack. Donn makes three melee attacks: two with its Pitchfork and one with its Horns. 

Pitchfork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Horns. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to a magical wound. Each time Donn hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage.

Bonus Actions

Dread Bolt. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) psychic damage. 

Description

"Run, Run, don't shriek and cower! we're almost at the witching hour..."


Donn Adhfhuafaireacht, Dark Beast in Gaelic, is a story that mothers tell misbehaving children. "Donn Adhfhuafaireacht will come into your dreams, lure you away from the waking world, then snatch your body while you are inside your mind!". Little did they know, stories can become more than just words on paper and voices from mouths.

Donn Adhfhuafaireacht hails from the darkness of Feywild, the shadows behind tree's and the darkness of night. He hides under pillows and under beds, walking into dreams of all to sap them of their life force. He feeds on their fears like gods feed on ambrosia.

Donn Adhfhuafaireacht, when not hiding in shadows or in dreams, is a 6'8, black-furred, bipedal goat with skin that pitch black and matte in color. Its head is a ram's with large, dark brown horns sharpened to a point. Its eyes are bright orange and glow faintly in pure darkness. A monster with human-like arms and cloven hooves for feet. 

Sharp iron claws grow from the tips of its fingers, sharper than blades. A almost, imperceptible substance leaks from under its nail beds, necrotic energy in its purest form. 

It carries a large, black metal pitchfork that is wrapped in twine along its wooden handle. The tines appear to weathered due to age but are sharper than needles. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2024 1:31:40 PM
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Monster Tags: fey

WendigoOfLore

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