The glaistig is a solitary fey creature that feeds on blood. It appears as a beautiful woman, often with long blond hair, that has the lower body of a goat. The glaistig will conceal her goat nature with long, flowing robes.
While a glaistig may prefer to live near water, it isn’t bound to a body of water, and may prefer to live in a cottage. The glaistig will probably still choose to be close to a body of water simply as a means to escape should it be attacked by a strong foe.
Blood Drinker. The glaistig drinks blood, predominantly from mortals it lures with song, dance, and the promise of romantic liaison. It will attempt to isolate its prey before making its attack. Once disabled, it will slit the victim’s throat and drain it of all its blood.
Protector of Herds. The glaistig isn’t always malevolent, and can be benign when properly treated. It is protective of herded animals such as cattle, goats, and sheep, and the herders who tend them. The glaistig can be placated by a herder with an offering of milk each morning. So long as this arrangement is met, the fey will watch over the herd from afar.
Traveler’s Bane. At times, the glaistig is less deadly in its malevolence, opting to use its powers to misdirect and confuse travelers in its domain. The glaistig may simply aim to leave travelers lost in the wilderness, but might also lead the travelers to the domain of another creature.
The Green Maiden. Legends tell of a woman who met with a violent end and was abandoned who transformed into a glaistig known as the Green Maiden. Often she is depicted as benevolent, watching over mothers of newborn babies. The Green Maiden can be appealed to for mercy, and may even enter a pact with a prospective warlock.
Medium fey, chaotic neutral
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft., swim 50 ft.
|11 (+0)||14 (+2)||11 (+0)||13 (+1)||14 (+2)||19 (+4)|
Saving Throws Wis +5, Cha +7
Skills Deception +7, Performance +7
Damage Resistances cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages common, sylvan
Challenge 1 (200 XP)
Amphibious. The glaistig can breathe air and water.
Bloodsucker. Whenever the glaistig deals damage with its bite attack, it heals an amount equal to the damage dealt.
Innate Spellcasting. The glaistig’s spellcasting ability is Charisma (spell save DC 15). The glaistig can innately cast the following spells, requiring no material components:
At will: dancing lights, animal friendship, disguise self, fog cloud
3/day: enthrall, hypnotic pattern, major image, suggestion
1/day: bestow curse
Innate Manifestation. The glaistig is a 5th level manifester and its manifesting ability is Charisma (power save DC 15). The glaistig can innately manifest the following powers:
At will: hydrokinesis (up to 3 power points), puppetry (up to 0 power points; up to 400 lbs.)
3/day: dissonant destiny (up to 1 power point), muddle (up to 3 power points), remote sight (up to 5 power points), sap vitality (up to 3 power points)
1/day: dreamstate (up to 3 power points)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) damage from blood loss. Against a charmed target, the glaistig automatically hits with this attack and each hit is a critical hit.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Beguiling Performance. The glaistig sings or dances. Each creature within 120 feet must make a DC 15 Wisdom saving throw. If the save is failed, the creature is charmed by the glaistig for 1 hour. It will use its movement to move toward her each turn. While charmed, the creature will not defend itself from the glaistig’s attacks. At the end of each of its turns the creature makes a new saving throw. A creature which makes its saving throw is immune to further attempts by the glaistig to beguile it for 24 hours.
Calm. Each beast with Intelligence less than 5 within sight of the glaistig must make a DC 15 Wisdom saving throw or become calm and unaggressive for 1 hour. If the beast is attacked, the calm is broken.