b'Fairy Ring \n'b'  Large   swarm of Tiny plants ,  chaotic neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  342 (36d10 +144)  Speed  5 ft.\n'b' STATS STR: 1 (-5) DEX:  6 (-2)  CON:  18 (+4)  INT:  15 (+2)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Dex  +6,  Wis  +6,  Cha  +8  Skills   Perception  +6,  Stealth  +6  Damage Immunities  fire  Damage Resistances  bludgeoning and piercing from nonmagical attacks that are not silvered  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned ,  prone ,  restrained ,  stunned   Senses  truesight 60 ft., passive  Perception  16  Languages  Sylvan (can\xe2\x80\x99t speak)  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Distraction . Creatures that are in the fairy ring\xe2\x80\x99s space become distracted on a failed DC 16  Intelligence  saving throw. Distracted creatures cannot maintain concentration spells and have disadvantage on  attack  rolls. \n'b'  Dreaming Glade . Creatures coming within 30 feet of a fairy ring become drowsy and inattentive on a failed DC 16  Wisdom  saving throw. Affected creatures have disadvantage on  Wisdom  saving throws and ability checks. If the saving throw is a critical failure the creature is drawn to the ring becoming enchanted with the place and being unwilling to leave it. If the creature is then successful on a saving throw it must save again 10 minutes later or return to the fairy ring as if it had critically failed the saving throw. Fey creatures are immune to this effect. If a creature saves, it is immune to the dreaming glade ability of that fairy ring for 24 hours. \n'b'  Faerie Ripple . A fairy ring\xe2\x80\x99s allies share the benefit of its indistinct ability as long as they remain within the fairy ring\xe2\x80\x99s space. In addition, as an action a fairy ring can create a thinness between worlds that brings Faerie closer to the mortal world. This acts as a  bless  spell centered on the fairy ring but affecting only fey and plants. A fairy ring can spend one use of its legendary actions to grant allies within its space the benefits of  blink  in addition to  bless  and Indistinct for 1 minute. When legendary actions are used in this way the fairy ring loses that action for 24 hours. \n'b'  Indistinct . Hostile creatures can\xe2\x80\x99t quite make out the location of the fairy ring and have disadvantage on  attack  if they rely on sight. \n'b'  Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a tiny plant. The swarm can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'  Speak with Beasts and Plants . The fairy ring can communicate with beasts and plants as if they shared a language. \n'b'  Innate Spellcasting : The fairy ring\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16, +8 to hit with spells). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  dancing lights ,  hideous laughter ,  meld into stone ,  prestidigitation ,  unseen servant  \n'b'  3/day each :  sleep  (as a 9th-level spell),  dimension door  \n'b'  1/day each :  dream ,  mirage arcane ,  conjure woodland beings  (as a 6th-level spell with the additional option of calling a single  unicorn ). \n'b'  1/week :  gate  (the spell only opens to Faerie. Non-fey creatures that use the  gate  suffer crushing despair as they long to return, gaining disadvantage on  Wisdom  checks and saving throws for a week). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The fairy ring can  attack  every hostile creature in its space with selective swarm. \n'b'  Selective Swarm . Creatures beginning their turn in the area of a fairy ring take 7 (2d6) psychic damage from strange whirling lights, unseen hands, snatches of song, and rippling in the very fabric of reality. Blind or deaf creatures take half damage from a fairy ring\xe2\x80\x99s swarm  attack  and gain advantage to save against its distraction ability. A fairy ring may choose to deal no damage or even to exclude some creatures from damage but not others. Creatures damaged by the fairy ring\xe2\x80\x99s swarm  attack  are afflicted with the curse of the ages. \n'b'  Curse of the Ages . On a failed DC 16  Wisdom  saving throw the target creature ages 1 year, and this rapid aging causes the creature to gain one level of  exhaustion  unless it has an extremely long lifespan (GM\xe2\x80\x99s discretion, but generally longer than 300 years). A creature that saves is immune to that fairy ring\xe2\x80\x99s curse of the ages for 24 hours. \n'b'  Fey Mound . A fairy ring can create an extradimensional refuge in the ground within its space which lasts 1 hour. The space can hold as many as eight Medium or smaller creatures. Attacks and spells can\xe2\x80\x99t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window. A fairy ring can move and reshape itself while maintaining the fey mound, but it cannot move from the square without ending the effect and causing all creatures within to emerge from the entrance. The entrance is difficult to find due to the rippling of reality within the fairy ring\xe2\x80\x99s space, requiring a DC 19  Wisdom  saving throw to penetrate the illusion covering the entrance, followed by a DC 19  Wisdom  ( Perception ) check to locate it, though a fairy ring can reveal the entrance to any creatures it chooses within 30 feet without revealing it to others. Creatures inside the fey mound regain 1 hit point per round as long as they remain within. This is natural  healing  and not regeneration (that is, limbs will not grow back). A fairy ring can spend one use of its legendary actions to create a faithful hound to guard the entrance to the fey mound. Alternatively, it can spend all its legendary actions to create a fairy mound identical to  magnificent mansion . If it uses its legendary actions in this way, it loses access to those  actions  for 24 hours. If the fairy ring is killed, all effects of this ability are immediately ended and creatures within are expelled into a random open square within 30 feet of the entrance. Creatures ejected in this manner must save against the fairy ring\xe2\x80\x99s curse of ages ability. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The fairy ring can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The fairy ring regains spent legendary actions at the start of its turn. \n'b'\n'b'  Cast a Spell . The fairy ring casts a spell. \n'b'  Disenchantment . A fairy ring can attempt to drain the magic from one magical item carried by a creature within its space. The creature wielding the magic item makes a DC 16  Charisma  saving throw on behalf of the magic item adding +1 to the roll for each level of rarity. If the magic item fails the saving throw, the fairy ring suppresses the item\xe2\x80\x99s power for 1 minute,  healing  the fairy ring a number of  hit points  equal to 10 times the number of chargers or plusses the item had or 10 points per level of rarity. If the saving throw fails by 5 or more, the item\xe2\x80\x99s power is drained completely, rendering it permanently nonmagical, and heals the fairy ring twice the normal number of  hit points . This power has no effect on artifacts; items made of silver or mithral; or items carried by fey or plant creatures. \n'b'\n'b' ABOUT \n'b' Mysterious lights and echoes of music and tinkling laughter can be heard at times in a shadowy glade full of multicolored mushrooms growing in a circle. These may be fairy rings, magical mushroom colonies that grow (and are often planted and cultivated) in places where there is a thinness in the veil between worlds, where the Faerie Realms and the Material Plane grow close together. In fact, fairy rings embody that closeness and  help  serve as bridges between the worlds, bringing fey and mortal alike into the world of the other. A fairy ring\xe2\x80\x99s mushrooms are rarely seen to move, instead disappearing into the loaming earth or ancient cromlechs and dolmens they guard only to reappear nearby several nights later. \n'b' Fairy rings are subtle creatures of surprising intelligence and insight, understanding much of what they observe and able to communicate quite effectively with the things of the natural world, though rarely revealing their mind to any. \n'b' They do not speak, but those who spend sufficient time around them claim to be able to read their moods and their wishes through the subtle interplay of colors within them, the shifting rainbow hues of the mushrooms themselves, and the tittering sounds of magical laughter a fairy ring creates when pleased with itself or its guests. \n'b'  Queer Passage . Creatures passing within a fairy ring, or awakening to find themselves within one, often report strange dreams, and may disappear from view for days at a time, to return with tales of fey merriment but touched with age as their years seem to slip away. Strange lights and sounds are often experienced around a fairy ring, whirling patterns that entrance and  mislead . Those in trouble have often found a refuge within a fairy ring, as the world seemed to grow blurry and hazy and they fell into a strange and comforting safety within. \n'b' Though created by the Eldest Lords of the Fey, fairy rings can be stubborn and unreliable unless plied with gifts of music or comedy. Those seeking to use a fairy ring as a means of magical conveyance are well advised to bring them a magical gift, whose powers they drain to fortify their mystical energies.'