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Daoine Sídhe, Whisperer of the Veil

Daoine Sídhe, Whisperer of the Veil
Create

Ethereally beautiful and hauntingly otherworldly, the Daoine Sídhe appear as tall, regal humanoids with angular, impossibly symmetrical features. Their eyes shimmer like moonlit pools—silver, gold, or deep emerald—and their voices carry the melodic resonance of wind through ancient trees. Their garments are spun from glamoured silk, woven from starlight, mist, or autumn leaves, shifting in hue with their moods.


Behavior:

The Daoine Sídhe are enigmatic beings, governed by strict codes of etiquette, ancient oaths, and a fickle sense of honor. They are known for their aloof pride, volatile tempers, and a love for riddles, art, and music. While capable of immense generosity, they are equally prone to cruelty when slighted, even unintentionally. Their laws are arcane and absolute—breaking them, even unknowingly, can carry devastating consequences.


Habitat:

Daoine Sídhe reside in the Otherworld—a parallel realm of impossible beauty, perpetual twilight, and dreamlike landscapes, accessible through fairy rings, barrows, and stone circles. In the mortal world, they are most often encountered near sacred groves, ancient mounds, or during liminal times (dusk, dawn, solstices, Samhain).


Modus Operandi:

They lure mortals with charm, illusion, or irresistible bargains, seeking to bind them through arcane contracts, gifts with hidden costs, or subtle enchantments. The Daoine Sídhe rarely act directly; instead, they manipulate through whispers, dreams, or enchanted proxies. A smile may be a trap, and a dance in their court may last a night—or a hundred years.


Motivation:

Daoine Sidhe
Riders of the Sidhe 1911(1911) John Duncan

Driven by inscrutable goals, the Daoine Sídhe seek to preserve their fading power, enforce ancient pacts, and toy with mortal fate. Some hunger for lost emotions or inspiration, drawn to human passion and suffering. Others act out of vengeance for broken treaties or disrespect shown to the old ways. Above all, they crave recognition, reverence, and the mystique of dominance over the mortal world they once ruled.


  • Daoine Sidhe 5e 2024
  • Daoine Sidhe, Pathfinder
  • Daoine Sidhe 3.5
Daoine Sídhe, Whisperer of the Veil
Create

Medium Fey (Noble), Chaotic Neutral
Challenge: 21 (33,000 XP)  Proficiency Bonus: +7


Armor Class

20 (Glamoured Court Regalia)

Hit Points

354 (36d8 + 180)

Speed

40 ft., fly 40 ft. (hover)


Ability Scores

STRDEXCONINTWISCHA
16 (+3)22 (+6)20 (+5)23 (+6)24 (+7)30 (+10)

Saving Throws

Dex +13, Int +13, Wis +14, Cha +17

Skills

Arcana +13, Deception +17, Insight +14, Persuasion +17, Stealth +13

Damage Resistances

Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities

Psychic

Condition Immunities

Charmed, Frightened, Paralyzed

Senses

Truesight 120 ft., Passive Perception 24

Languages

Common, Elvish, Sylvan; Telepathy 120 ft.


Innate Spellcasting

The Daoine Sidhe’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can cast the following spells innately, requiring no material components:

At Will:
Detect Thoughts, Disguise Self, Invisibility, Misty Step, Minor Illusion, Suggestion

3/Day Each:
Dominate Person, Greater Invisibility, Geas, Hallucinatory Terrain, Mass Suggestion, Wall of Thorns, Dispel Magic

1/Day Each:
Irresistible Dance, Feeblemind, Dream, Modify Memory, Mirage Arcane, Maze, Plane Shift (self only)

1/Week (Optional — DM’s Discretion):
Wish, but only to fulfill a Fey Bargain via Silken Pact, always with a hidden cost.


Traits

Legendary Resistance (3/Day).
If the Sidhe fails a saving throw, it can choose to succeed instead.

Fey Majesty.
At the start of each creature’s turn within 60 feet, it must succeed on a DC 25 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature regards the Sidhe as a trusted ally. It may repeat the save at the end of each turn. On a success, it becomes immune for 24 hours.

Shifting Glamour (Recharge 5–6).
The Sidhe becomes invisible and summons 3 illusory duplicates (as mirror image) until the end of its next turn. Each creature of the Sidhe’s choice within 30 feet must succeed on a DC 25 Charisma saving throw or be blinded until the start of their next turn.


Actions

Multiattack.
The Sidhe makes three Moonblade attacks or casts a spell and makes one Moonblade attack.

Moonblade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) radiant damage plus 13 (3d8) psychic damage. On a critical hit, the target must succeed on a DC 25 Wisdom saving throw or be banished to the Feywild for 1 minute (no concentration required).

Word of Binding (Recharge 5–6).
One creature within 120 feet must succeed on a DC 25 Charisma saving throw or be paralyzed and silenced (unable to speak or cast verbal spells) for 1 minute. The target can repeat the save at the end of each of its turns.

Silken Pact (1/Day).
One creature within 60 feet must succeed on a DC 25 Wisdom saving throw or be bound by a magical pact. The creature gains a Legendary Boon, but after 7 days must complete a task for the Sidhe or become its willing servant (as geas). A wish or remove curse spell can end this effect.


Legendary Actions

The Daoine Sidhe can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Glimmerstep.
    The Sidhe teleports up to 30 feet and becomes invisible until the start of its next turn.
  • Maddening Whispers (Costs 2 Actions).
    One creature within 60 feet must succeed on a DC 25 Wisdom saving throw or take 22 (4d10) psychic damage and be confused (as the confusion spell) until the end of its next turn.
  • Command Courtier (3 Actions)
  • The Daoine Sídhe summons an illusion-wreathed fey courtier — a spectral noble drawn from the hidden Fey Courts. The courtier materializes in an unoccupied space within 60 feet, acting immediately after the Daoine Sídhe in the initiative order. It remains for 1 minute, until reduced to 0 hit points, or until the Daoine Sídhe dismisses it (no action required).

Medium Fey, Neutral

STRDEXCONINTWISCHA
12 (+1)18 (+4)12 (+1)14 (+2)13 (+1)16 (+3)

Armor Class 17 (glamoured form)
Hit Points 55 (10d8 + 10)
Speed 40 ft.

Saving Throws Dex +7, Cha +6
Skills Stealth +9, Deception +6, Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 14
Languages Sylvan, Elvish


Innate Glamour. The courtier is veiled in subtle illusion. Melee attacks against it are made with disadvantage unless the attacker is within 5 feet and has truesight or similar means to pierce illusions.

Evasive Grace. When subjected to an effect that allows a Dexterity saving throw to take half damage, the courtier instead takes no damage on a success and half on a failure.


Multiattack. The courtier makes two Glamoured Blade attacks.

Glamoured Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or be disoriented until the start of the courtier’s next turn. A disoriented creature has disadvantage on its next attack roll or saving throw, whichever comes first.

Fey Step (Recharge 4–6). The courtier magically teleports up to 30 feet to an unoccupied space it can see. A swirl of mist and drifting petals marks the moment of departure and arrival.


Lair Actions

When in its Fey domain, the Sidhe can use one of the following effects on initiative count 20 (losing ties). It can’t use the same effect two rounds in a row:

  • Twisting Paths.
    Terrain within 60 feet becomes illusory. Movement is halved, and teleportation effects have a 50% chance of misfiring.
  • Courtly Favor.
    A creature of the Sidhe’s choice gains +2 AC, resistance to all damage, and advantage on Charisma checks until the start of the Sidhe’s next turn.
  • Illusory Masquerade.
    The area becomes filled with shifting illusions. All creatures must succeed on a DC 20 Intelligence saving throw or suffer disadvantage on attack rolls and Wisdom (Perception) checks until initiative count 20 on the next round.

Regional Effects

The Daoine Sidhe’s presence distorts the world around its domain. The region within 6 miles is affected by:

  • Time Dilation.
    Time flows erratically. 1 hour inside may equal 1 minute, 1 hour, or 1 day outside—DM’s choice.
  • Enchanted Slumber.
    Creatures that sleep in the area must succeed on a DC 18 Wisdom saving throw or awaken charmed for 1 hour.
  • Living Landscape.
    Nature subtly obeys the Sidhe’s will. Paths shift, trees move, and intruders may become lost unless guided by a Fey-aligned creature.

“Our beauty is a weapon, our court a trap, our smiles your doom. Enter with reverence—or never leave at all.”
Queen Maelith, Empress of the Hollow Court


Daoine Sídhe, Whisperer of the Veil
Create

CR 21
XP 409,600
Female Daoine Sidhe (Fey)
Medium fey (extraplanar)


Init +11; Senses darkvision 60 ft., low-light vision, true seeing; Perception +34


DEFENSE

  • AC 36, touch 24, flat-footed 29 (+7 Dex, +12 natural, +4 deflection, +3 insight)
  • HP 385 (30d6+270)
  • Fort +17, Ref +21, Will +24
  • DR 15/cold iron and magic
  • Immune charm, fear, paralysis, psychic
  • Resist fire 20, cold 20, electricity 20
  • SR 36

OFFENSE

  • Speed 40 ft., fly 60 ft. (good)
  • Melee +3 moonblade of brilliant energy +34/+29/+24/+19 (2d6+10 plus 3d6 psychic)
  • Space 5 ft.; Reach 5 ft.

Special Attacks

Fey Majesty, Shifting Glamour, Word of Binding, Silken Pact


Spell-Like Abilities (CL 20th; concentration +30)

At will: disguise self, detect thoughts, greater invisibility, invisibility, minor image, misty step (as dimension door, 30 ft.), suggestion
3/day: dominate person (DC 25), geas/quest, hallucinatory terrain (DC 23), mass suggestion (DC 27), wall of thorns, greater dispel magic
1/day: feeblemind (DC 24), irresistible dance (DC 25), mirage arcane (DC 25), modify memory (DC 24), maze, dream, plane shift (self only)
1/week: wish (only as a bargaining effect; twisted outcomes)


STATISTICS

Str 16, Dex 24, Con 28, Int 25, Wis 26, Cha 35
Base Atk +15; CMB +18; CMD 42
Feats Weapon Focus (longsword), Dodge, Mobility, Spring Attack, Combat Casting, Spell Penetration, Greater Spell Penetration, Improved Initiative, Quicken Spell-Like Ability (greater invisibility)
Skills Bluff +38, Diplomacy +38, Disguise +34, Fly +30, Intimidate +31, Knowledge (arcana) +33, Knowledge (planes) +33, Perception +34, Sense Motive +34, Spellcraft +33, Stealth +30
Languages Common, Elven, Sylvan, Aklo; telepathy 120 ft.


SPECIAL ABILITIES

Fey Majesty (Su): Creatures that begin their turn within 60 ft. of the Daoine Sídhe must succeed on a DC 32 Will save or be charmed (as greater charm monster) for 1 minute. Creatures that save are immune for 24 hours. This is a mind-affecting enchantment effect.

Shifting Glamour (Su) (Recharge 5–6): As a swift action, the Daoine Sídhe becomes invisible and creates 3 illusory duplicates (as mirror image). Additionally, all creatures of her choice within 30 ft. must succeed on a DC 32 Will save or be blinded by radiant beauty until the start of their next turn. This is a mind-affecting illusion (glamer) effect.

Word of Binding (Su) (Recharge 5–6): One creature within 120 ft. must succeed on a DC 32 Will save or be paralyzed and unable to speak for 1 minute. The target may attempt a new save at the end of each of its turns. This is a mind-affecting compulsion effect.

Silken Pact (Su) (1/day): As a full-round action, the Daoine Sídhe offers a magical contract to a creature within 60 ft. The target must succeed on a DC 32 Will save or become magically bound by a Fey Pact: they gain a powerful magical boon (mythic power, limited wish, or major gift), but must perform a dangerous task within 7 days or become the Sidhe’s thrall (as geas/quest). This effect can only be broken by wish, miracle, or fulfilling the bargain.

Moonblade (Su): The Daoine Sídhe wields a +3 brilliant energy longsword that deals an additional 3d6 psychic damage. On a critical hit, the target must succeed on a DC 32 Will save or be banished to the Feywild (as maze), unable to return for 1 minute.


LAIR AND REGIONAL EFFECTS

Lair Actions (Fey Domain, Initiative Count 20):

  • Twisting Paths: Terrain within 60 ft. becomes warped; movement is halved and teleportation effects have a 50% chance to misfire (random nearby location).
  • Courtly Favor: One creature gains +2 AC, resistance to all damage, and advantage on Charisma checks until the start of the Daoine Sidhe’s next turn.
  • Illusory Masquerade: All creatures in the area must succeed on a DC 25 Will save or suffer –2 on attack rolls and Perception checks for 1 round.

Regional Effects (6-mile radius):

  • Time Dilation: Time flows unpredictably; 1 hour inside may equal 1 minute, 1 hour, or 1 day outside.
  • Enchanted Slumber: Creatures that sleep in the area must succeed on a DC 20 Will save or awaken charmed.
  • Living Landscape: The environment subtly obeys the Sidhe’s moods; paths shift, forests whisper, and intruders become lost without guidance.

DESCRIPTION

A Daoine Sídhe is a radiant queen of the Feywild, weaving enchantment and ancient bargains with effortless grace. Her beauty shines with starlight, her voice carries the weight of countless seasons, and her smile both welcomes and entraps. Mortals who cross her path must tread carefully, for the cost of her favor is often a lifelong bond.

Daoine Sídhe, Whisperer of the Veil
Create

Medium fey, chaotic neutral


Armor Class: 17 (natural grace)
Hit Points: 150 (20d8 + 60)
Speed: 40 ft., fly 40 ft. (hover)


STRDEXCONINTWISCHA
14 (+2)20 (+5)16 (+3)18 (+4)16 (+3)22 (+6)

Saving Throws: Dex +10, Wis +8, Cha +11
Skills: Perception +8, Arcana +9, Deception +11, Insight +8, Stealth +10
Damage Resistances: cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: truesight 120 ft., passive Perception 18
Languages: Common, Sylvan, Elvish, Telepathy 120 ft.
Challenge: 14 (11,500 XP)
Fey Presence (Recharges after Short or Long Rest): As an action, the Daoine Sídhe can cause creatures of its choice within 30 feet to make a DC 19 Wisdom saving throw or be charmed or frightened (its choice) until the end of its next turn.


Legendary Resistance (3/Day)

If the Daoine Sídhe fails a saving throw, it can choose to succeed instead.


Innate Spellcasting (Charisma is spellcasting ability, DC 19, +11 to hit)

The Daoine Sídhe can innately cast the following spells, requiring no material components:

  • At will: Faerie Fire, Charm Person, Minor Illusion, Misty Step
  • 3/day each: Hold Person, Invisibility (self only), Suggestion
  • 2/day each: Greater Invisibility, Phantasmal Killer, Confusion
  • 1/day each: Dominate Person, Plane Shift (self only), True Seeing

Actions

Multiattack. The Daoine Sídhe makes two attacks with its Feyblade.

Feyblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) psychic damage.

Fey Charm (Recharge 5-6). The Daoine Sídhe targets one creature it can see within 60 feet. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature regards the Daoine Sídhe as a trusted friend to be heeded and protected.


Legendary Actions

The Daoine Sídhe can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Daoine Sídhe regains spent legendary actions at the start of its turn.

  • Cantrip. Cast a cantrip.
  • Misty Step. Teleport up to 30 feet to an unoccupied space it can see.
  • Faerie Fire (Costs 2 Actions). Cast Faerie Fire without using a spell slot.

Flavor Notes:
The Daoine Sídhe is a being of radiant beauty and terrible power, its presence bending minds and nature alike. Mortals who behold them are caught in a delicate dance between awe and fear, for they are as capricious as the wind and as dangerous as the deepest wildwood shadows.


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