, Domovoy

by Cinder Blocksally

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Families that share their homes with a domovoy, whether intentionally or not, do well to keep the house spirit appeased with offerings of food and drink. They especially like maple liquor and cinnamon baked apples. A domovoy can make life in a home much simpler or much more hectic.

All art and monster design by Cinder Blocksally.

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Domovoy

Small fey, chaotic neutral


  • Armor Class 14
  • Hit Points 17 (5d8 - 5)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 8 (-1) 14 (+2) 13 (+1) 17 (+3)

  • Skills Animal Handling +3, Stealth +6, Sleight of Hand +6
  • Damage Resistances Bludgeoning, Piercing, and slashing damage from Nonmagical attacks.
  • Senses Darkvision 60ft., passive perception 11
  • Languages Common, Sylvan, and the languages of any creatures it shares a home with, it but rarely speaks.
  • Challenge 1 (200XP)

Innate Spellcasting. The domovoy's innate spellcasting ability is Charisma (spell save DC 13). The domovoy can innately cast the following spells, requiring no material components:

At will: guidance, mage hand (the hand is invisible)

3/day each: bless, bane

1/day each: bestow curse, remove curse

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

House Spirit. Every domovoy has one place of residence that it is bound to. While within 30ft of this space or inside it, the domovoy gains the following features: It can choose to be invisible or visble again as a bonus action. The domovoy knows immediately when any creature becomes aware of it and when that creature has line of sight with it. While the domovoy is hidden from sight, as an action it can teleport to any space within 30 ft of its residence that is also out of sight.

Actions

Household Object. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: (1d4+4) bludgeoning damage.

Hold the Hearth (Recharge 5-6) The domovoy can attempt to expel an unwanted spirit from its residence. One aberration, celestial, elemental, fey, fiend, or undead that it can see that is inside its residence must make a wisdom saving throw save DC 13 or become frightened until it is out of sight of the residence. While frightened this way, the target must use its action to get as far away from the residence as possible. Hold the hearth ignores magical resistances as well as resistance or immunitity to the frightened condition.

 

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