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Fir Darrig, the Crimson Jester of Dread

Fir Darrig, the Crimson Jester of Dread
Create

Fir Darrigs are a race of grotesque, red-garbed fey resembling hunched old men barely three feet tall. Their faces are deeply wrinkled with mischievous or cruel grins, yellowed teeth, and sharp black eyes that gleam with sinister joy. Each wears a distinct but ragged ensemble of crimson clothes, often stained or tattered, and a greasy red cap said to be dyed in blood.

Despite their age-like appearance, they move with uncanny agility and possess an unnatural stillness when watching from the shadows.


Behavior

Fir Darrigs are dark jesters, a fey species that thrives on discomfort, fear, and irony. Unlike malicious fae like redcaps, Fir Darrigs prefer psychological mischief over bloodshed. They employ dark humor and disturbing pranks to provoke reactions — whether gasps, screams, or laughter. They value being acknowledged and resent being ignored, often escalating their antics if they feel disrespected.

Although not overtly hostile, they test mortals constantly, pushing them toward madness, humility, or sudden insight. Fir Darrigs often punish cruelty or arrogance, making them unlikely and uncomfortable allies to the desperate or oppressed.


Habitat

Fir Darrigs roam the desolate places of the world: fog-laced peat bogs, ruined stone cottages, moonlit glades, and crossroads where tragedies occurred. They are most often found in Ireland and the Celtic Otherworld (or Feywild in fantasy settings), but travelers in remote or sorrow-soaked lands may encounter them wherever fear and laughter mix uneasily.


Modus Operandi

A Fir Darrig may appear alone or in small bands, but rarely more than three will work together — and even then, each performs his own part in the “joke.” Their tactics include:

  • Creating false hauntings
  • Mimicking voices of the dead
  • Presenting “corpses” that suddenly awaken or vanish
  • Telling disturbing riddles or tales that seem to foretell the victim’s fate

Their favorite line: “Will you laugh at the joke?”
Laugh, and you’re left shaken but unharmed.
Refuse, and you may wake buried alive — or not wake at all.


Motivation

Fir Darrigs are driven by a fey belief that laughter is the only shield against fear and death. Their role, as they see it, is to remind mortals of the absurdity of their fears, often through twisted theatre and gallows humor. Some say they are born from the laughter of the dying; others, that they are failed redcaps who turned from bloodlust to irony.

They’re not evil — but they are not kind. Their allegiance is to the story, the prank, the punchline — and those who ruin the joke often become it.


  • Fir Darrig 5e
  • Fir Darrig, Pathfinder
  • Fir Darrig 3.5
Fir Darrig, the Crimson Jester of Dread
Create

Small fey, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 60 (8d6 + 32)
Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)16 (+3)18 (+4)14 (+2)12 (+1)18 (+4)

Saving Throws Dex +6, Cha +7
Skills Deception +7, Insight +4, Performance +7, Stealth +6
Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 11
Languages Sylvan, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2


Fey Trickster

The Fir Darrig is always under the effects of the disguise self spell (self only) and can alter or drop this illusion as a bonus action. It casts spells without the need for somatic components.

Dark Humor

When a creature fails a saving throw against one of the Fir Darrig’s enchantment or illusion spells, it is also subjected to Fearful Laughter until the end of its next turn: it is frightened, incapacitated, and emits involuntary, disturbing laughter.

Laugh at the Joke (1/Day)

When a creature witnesses one of the Fir Darrig’s major pranks — such as a corpse rising, blood seeping from walls, or a fake death — it must make a DC 15 Wisdom saving throw. On a failure, it is cursed for 24 hours:

  • The target has disadvantage on saving throws against fear.
  • The target cannot gain advantage on attack rolls or ability checks.

The effect ends early if remove curse or similar magic is used.


Actions

Dagger of Iron Teeth Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d6 + 3) piercing damage plus 7 (2d6) psychic damage. The weapon resembles a rusted knife or a set of biting iron dentures, depending on the prank.


Horrid Prank (Recharge 5–6)

The Fir Darrig conjures a terrifying illusion within 30 feet — a dead body twitching, a sobbing infant vanishing into dust, or a mirror bleeding shadows.

  • Each creature within 10 feet of the illusion that can see it must make a DC 15 Wisdom saving throw.
  • On a failure, the creature takes 13 (3d8) psychic damage and is frightened for 1 minute.
  • A frightened creature repeats the save at the end of each of its turns, ending the effect on a success.

Mocking Mirth (Recharge 4–6)

The Fir Darrig emits an ear-piercing, fey cackle that twists the air. Each creature of its choice within 60 feet that can hear it must succeed on a DC 15 Charisma saving throw or fall into a fit of magical laughter, becoming incapacitated for 1 minute (as Tasha’s Hideous Laughter). The creature can repeat the save at the end of each of its turns.


Bonus Actions

Vanish Into Folklore (Recharge 6)

In a puff of smoke and scattered laughter, the Fir Darrig magically teleports up to 60 feet to an unoccupied space it can see and becomes invisible until the start of its next turn or until it attacks or casts a spell.


Reactions

Punchline

When a creature within 30 feet succeeds on a saving throw against one of the Fir Darrig’s spells or effects, the Fir Darrig snaps back with a psychic jab or grim pun.

  • The target must make a DC 15 Wisdom saving throw or be taunted until the end of its next turn:
    • While taunted, the creature has disadvantage on its next saving throw or attack roll.

Innate Spellcasting

The Fir Darrig’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells without material components:

  • At will: disguise self, minor illusion, prestidigitation, thaumaturgy, vicious mockery (2d4 psychic)
  • 3/day: mirror image, phantasmal force, Tasha’s hideous laughter
  • 1/day: major image, suggestion

Tactics

The Fir Darrig prefers chaos, fear, and confusion over violence. It sees combat as performance art and will avoid open conflict unless amused or provoked.

  • Before combat, it uses disguise self to appear as a pitiful traveler, wounded spirit, or child.
  • It opens encounters with Mocking Mirth or Horrid Prank to scatter or disorient foes.
  • It targets strong-willed or defiant characters with suggestion or Tasha’s Hideous Laughter to reduce morale.
  • If threatened, it will Vanish Into Folklore and reappear unpredictably.
  • If losing, it retreats — not in fear, but in anticipation of a better, crueler joke.

“Will you laugh at the joke?”
— The Fir Darrig, moments before the blood starts to laugh with you.

Fir Darrig, the Crimson Jester of Dread
Create

This small, red-cloaked fey bears a grotesque smile and a theatrical air, as if the world were its personal stage for mischief and horror.

CR 4
XP 1,200
CN Small fey
Init +7; Senses darkvision 60 ft., low-light vision; Perception +9


DEFENSE

AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 45 (6d6+24)
Fort +6, Ref +8, Will +7
DR 5/cold iron
Immune fear, charm
Resist cold 10, psychic 10
SR 15


OFFENSE

Speed 30 ft.
Melee iron tooth dagger +8 (1d4+1 plus 1d6 psychic)
Special Attacks dark humor, horrid prank (3/day), mocking mirth (2/day), punchline

Spell-Like Abilities (CL 6th; concentration +10)

  • Constantdisguise self
  • At willghost sound (DC 14), minor illusion (functions as silent image, DC 15), prestidigitation, thaumaturgy, vicious mockery (functions as daze, DC 15, 2d4 psychic damage)
  • 3/daymirror image, phantasmal killer (DC 16), Tasha’s hideous laughter (DC 15)
  • 1/daymajor image (DC 16), suggestion (DC 16)

STATISTICS

Str 10, Dex 16, Con 18, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse, Spell Focus (Illusion)
Skills Bluff +13, Disguise +13, Perform (comedy) +13, Sense Motive +9, Stealth +13, Use Magic Device +11
Languages Common, Sylvan
SQ vanish into folklore, gallows insight


ECOLOGY

Environment temperate or cold swamps, ruins, moors
Organization solitary, pair, or pantomime troupe (3–5)
Treasure standard


SPECIAL ABILITIES

Dark Humor (Su)
When a creature fails a Will save against one of the fir darrig’s enchantment or illusion effects, it is overcome with cruel, involuntary laughter. That creature is shaken and staggered for 1 round. This is a mind-affecting compulsion effect.

Horrid Prank (Su)
Three times per day as a standard action, the fir darrig can create a grotesque illusion within 30 feet — a mutilated corpse, a bleeding wall, or a vanishing child. All creatures within 10 feet of the illusion that can see it must succeed at a DC 16 Will save or take 3d6 psychic damage and be frightened for 1 round. This is an illusion (fear, mind-affecting) effect. The save DC is Charisma-based.

Mocking Mirth (Su)
Twice per day as a swift action, the fir darrig can unleash a high-pitched, manic laugh. All creatures within 30 feet that can hear it must succeed at a DC 15 Will save or become confused for 1 round. This is a sonic, mind-affecting effect.

Punchline (Ex)
Once per round as an immediate action, when a creature within 30 feet succeeds on a saving throw against one of the fir darrig’s abilities, it may taunt that creature with a cruel quip. The creature must succeed at a DC 15 Will save or take a –2 penalty on attack rolls, saving throws, and skill checks until the end of its next turn. This is a language-dependent, mind-affecting compulsion.

Vanish into Folklore (Su)
Once per day as a move action, the fir darrig can teleport up to 60 feet and becomes invisible (as greater invisibility) for 1 round or until it attacks. This effect leaves behind a puff of illusory smoke and distant laughter.

Gallows Insight (Ex)
The fir darrig adds its Charisma modifier as a bonus on all saving throws against illusion, confusion, and fear effects (in addition to any other applicable modifiers).


DESCRIPTION

The fir darrig — “red man” in Old Irish — is a grim jester of the fey, delighting in fear, discomfort, and the unsettling edge between humor and horror. These solitary tricksters are often mistaken for leprechauns, but their motives are far darker. They appear as squat, wrinkled humanoids in filthy red garb, grinning with malicious delight as they twist illusion and emotion into mockery and madness.

Though not inherently evil, fir darrigs despise cruelty, arrogance, and the joyless. Their pranks often punish the proud and the pitiless, forcing their victims to either laugh, learn, or be driven to the brink of madness. They are most often encountered in lonely moors or mist-shrouded ruins, places where reality already seems uncertain — and where laughter may be the last sound you hear.

Fir Darrig, the Crimson Jester of Dread
Create

Small Fey (Chaotic)
Hit Dice: 6d6+18 (39 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +4 natural, +1 size), touch 14, flat-footed 15
Base Attack/Grapple: +3/–1
Attack: Iron tooth dagger +8 melee (1d4+1 plus 1d6 psychic)
Full Attack: Iron tooth dagger +8 melee (1d4+1 plus 1d6 psychic)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark humor, horrid prank, mocking mirth, punchline, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, gallows insight, low-light vision, darkvision 60 ft., spell resistance 15, vanish into folklore

Saves: Fort +5, Ref +8, Will +7
Abilities: Str 10, Dex 16, Con 16, Int 14, Wis 12, Cha 18
Skills: Bluff +13, Disguise +13 (+15 acting), Perform (comedy) +13, Sense Motive +9, Stealth +13, Use Magic Device +11
Feats: Weapon Finesse, Improved Initiative, Spell Focus (Illusion)
Environment: Temperate or cold swamps, moors, ruins
Organization: Solitary, pair, or troupe (3–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +3


Combat

Fir Darrigs prefer tricks and terror to violence, striking from the shadows with fear and illusion. They open combat with mirror image or Tasha’s hideous laughter, sowing panic before closing in with their eerie daggers and psychic barbs. If pressed, they teleport away, leaving only laughter and horror behind.


Dark Humor (Su)

Whenever a creature fails a saving throw against one of the Fir Darrig’s illusion or enchantment spells or spell-like abilities, it is overcome by dark laughter and becomes shaken and staggered for 1 round. This is a mind-affecting compulsion.


Horrid Prank (Su) (3/day)

As a standard action, the Fir Darrig conjures a disturbing illusion (rotting body, crying child vanishing, etc.) within 30 ft. All creatures within 10 ft. of the illusion that can see it must succeed on a DC 16 Will save or take 3d6 psychic damage and become frightened for 1 round. This is a fear-based, mind-affecting illusion effect. Save DC is Charisma-based.


Mocking Mirth (Su) (2/day)

As a swift action, the Fir Darrig emits an uncanny, shrieking laugh. All creatures within 30 ft. that can hear it must succeed on a DC 15 Will save or become confused for 1 round. This is a sonic, mind-affecting compulsion.


Punchline (Su)

Once per round as an immediate action, the Fir Darrig may deliver a cruel joke when a creature within 30 ft. successfully resists one of its effects. That creature must succeed on a DC 15 Will save or take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. This is a language-dependent mind-affecting compulsion.


Vanish Into Folklore (Su) (1/day)

As a move action, the Fir Darrig may teleport up to 60 ft. and become invisible (as greater invisibility) for 1 round or until it attacks. This leaves behind a burst of smoke and maniacal laughter.


Gallows Insight (Ex)

The Fir Darrig adds its Charisma modifier as a resistance bonus on all saving throws against fear, confusion, and illusion effects.


Spell-Like Abilities

Caster level 6th; save DCs are Charisma-based.


Skills

A Fir Darrig gains a +2 racial bonus on Bluff, Disguise, Perform (comedy), and Stealth checks.


Description

Fir Darrigs are grotesque, red-cloaked fey obsessed with pranks, fear, and psychological torment. Barely 3 feet tall, they resemble ancient dwarves or gnarled children dressed in tattered crimson. Their laughter can curdle blood and their illusions are crafted with the precision of a master playwright.

They are not inherently evil, but their moral compass follows the absurd: they punish cruelty with horror, arrogance with mockery, and solemnity with theater. A Fir Darrig believes laughter — especially the kind that comes from madness or terror — is the only honest response to death and fate.

They haunt the edges of reality, where bog meets ruin, laughter meets fear, and reason meets the absurd.

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