“Trow: The Haunting Fey Trickster of Northern Hills”
“Cunning, night-dwelling tricksters with gnarled features and haunting fiddle music, Trows lure the unwary into shadowy mounds where mischief and danger entwine.”

“Trows are small, nocturnal fey tricksters of northern folklore, known for gnarled features, haunting music, and cunning mischief. Dwelling in hidden mounds and knolls, they lure, deceive, and occasionally harm intruders to protect their territory, making them enigmatic foes or reluctant allies.”
Appearance
Short and hunched, Trows possess pale, weathered skin, long hooked noses, and wild, tangled hair. Their wiry limbs are often draped with scraps of animal hides or stolen trinkets. Eyes glint with mischievous intelligence, and a faint, otherworldly aura hints at latent magic. They exude an unsettling combination of fragility and cunning, making them simultaneously pitiable and dangerous.
Behaviour
Nocturnal tricksters, Trows delight in pranks, theft, and luring travelers into peril. Rarely overtly violent, they prefer psychological manipulation, yet can strike viciously if provoked. Music and dance form the core of their rituals, often used to enchant or ensnare victims, while storytelling and riddles reveal their sly intelligence.
Habitat
Trows dwell in hidden hillocks, rocky knolls, and subterranean mounds known as “trowie knowes.” Found throughout northern isles, coastal highlands, and dense forests, they fiercely guard these ancestral homes, rarely venturing far unless curiosity or necessity drives them.
Modus Operandi
Preferring stealth and cunning over brute strength, Trows employ illusions, traps, and magical music to confuse or capture intruders. They strike with small weapons or minor spells only when cornered. Clever diplomacy, offerings of food, or displays of respect can sometimes avert conflict.
Motivation
Driven by curiosity, mischief, and survival, Trows covet knowledge, shiny objects, and the thrill of trickery. Above all, they seek to maintain dominion over their hidden lairs and protect their kin, valuing cunning over force and subtlety over confrontation.
Trow 5e 2024
Trow, Pathfinder
Trow 3,5
Trow

Small fey, chaotic neutral
Armor Class: 14 (natural armor)
Hit Points: 45 (6d6 + 24)
Speed: 30 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) |
Saving Throws: Dex +6, Con +7, Cha +6
Skills: Stealth +6, Perception +4, Deception +6, Performance +6
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Sylvan
Challenge: 4 (1,100 XP)
Lore
Trows are nocturnal fey of northern hills and hidden mounds known as trowie knowes. Travelers are said to vanish near these hillocks, only to return days later, bewildered and changed. Trows delight in mischief, illusions, and haunting music, using melodies to charm, mislead, or lure mortals into danger. Though not inherently evil, their chaotic nature makes them unpredictable foes or reluctant allies.
Traits
Fey Ancestry. The trow has advantage on saving throws against being charmed, and magic cannot put it to sleep.
Cunning Fey. The trow can attempt to hide even when lightly obscured. It has advantage on Deception and Performance checks to manipulate mortals.
Innate Spellcasting. Charisma is the spellcasting ability (spell save DC 14). The trow can cast the following spells without material components:
- At will: Minor Illusion, Prestidigitation
- 2/day each: Charm Person (1st-level), Faerie Fire (1st-level), Misty Step (2nd-level)
- 1/day: Confusion (4th-level)
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Fey Lure (Recharge 5–6). The trow plays a haunting melody. Each creature of its choice within 30 ft. must succeed on a DC 14 Wisdom saving throw or be charmed until the start of the trow’s next turn, incapacitated and with speed 0.
Reactions
Mischievous Escape. When the trow is hit by an attack, it can use its reaction to teleport up to 15 ft. to an unoccupied space it can see.
Lair & Musical Traps
Trows often make their lairs in secluded hillocks or rocky knolls. Their lairs feature musical traps and auditory illusions that augment combat:
- Harmonic Snares. A 10-ft square may trigger subtle, magical tones. Creatures entering must succeed on a DC 14 Dexterity saving throw or be trapped or misled for 1 round. Trapped creatures are caught in snares or minor pitfalls; misled creatures move in the wrong direction or suffer –2 to attack rolls.
- Echoing Illusions. The trow can create illusory duplicates or phantom sounds. A creature can attempt a DC 14 Intelligence (Investigation) check to discern the illusion.
- Ambient Music. Soft melodies in the lair charm or distract intruders. A creature starting its turn in the lair must succeed on a DC 14 Wisdom saving throw or be distracted, unable to take reactions that turn.
- Terrain Advantage. Rocks, foliage, and knolls grant the trow half and three-quarters cover, enhancing its defensive mobility.
Trows combine these lair features with Fey Lure, Misty Step, and ambush tactics to control encounters, isolate foes, and strike unpredictably.
Tactics
Trows strike from shadows, using Fey Lure, illusions, and Misty Step to manipulate the battlefield. They avoid prolonged combat with heavily armored foes, retreating when outmatched to attack from favorable positions. Their mobility, magical tricks, and musical traps make them difficult and unpredictable opponents.
Trow

Small fey (chaotic), CR 4
XP 1,100
Alignment: Chaotic Neutral
Role: Skirmisher / Trickster / Ambush Predator
Lore
Trows are nocturnal fey from northern hills, rocky knolls, and hidden mounds known as trowie knowes. Folklore tells of travelers drawn by haunting music and illusions, vanishing for hours or days before reappearing bewildered. Trows delight in mischief, cunning games, and the thrill of deceiving mortals. They covet shiny objects, secrets, and minor magical curiosities. While rarely evil, their chaotic nature makes them unpredictable opponents or reluctant allies. Their music, often played on a small fiddle or flute, is magical and mesmerizing, used to charm or mislead intruders.
Defense
- AC: 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
- HP: 45 (6d6+24)
- Saves: Fort +7, Ref +6, Will +4
- DR: 5/magic (nonmagical weapons)
- Immune: psychic
- Defensive Abilities: Fey Traits, Cunning Fey
Offense
- Speed: 30 ft., climb 20 ft.
- Melee: Shortsword +6 (1d6+1/19–20)
- Special Attacks: Fey Lure, Trap Setting
- Spell-Like Abilities (CL 6th; concentration +5):
- At will — Minor Illusion, Prestidigitation
- 2/day each — Charm Person (1st), Faerie Fire (1st), Dimension Door (2nd)
- 1/day — Confusion (4th)
Statistics
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) |
- Base Attack Bonus: +4
- CMB: +4
- CMD: 17 (19 vs. trip or disarm)
- Feats: Weapon Finesse, Dodge, Mobility, Combat Reflexes
- Skills: Bluff +9, Perform (Dance) +9, Perform (Music) +9, Stealth +10, Perception +8, Use Magic Device +7
- Languages: Common, Sylvan
Special Abilities
Fey Traits (Ex): Immune to sleep effects; +2 racial bonus on saving throws against enchantments.
Cunning Fey (Ex): Can hide even when lightly obscured; +4 racial bonus on Bluff and Perform checks to deceive or distract.
Fey Lure (Su): The trow plays haunting music on an instrument or uses its magical voice. Each creature of its choice within 30 ft. must succeed on a DC 14 Will save or be charmed for 1 round per HD, swaying or compelled to dance. Charmed creatures have speed 0. Usable every 1d4 rounds. A successful Perform (Music) check (+9) can impose a –2 penalty on the save.
Trap Setting (Ex): Full-round action. The trow prepares a 10-ft square with musically enhanced snares, pitfalls, or illusory hazards. Creatures entering must succeed on a DC 14 Reflex save or be trapped or misled for 1 round. Trapped creatures are immobilized or caught in a pit; misled creatures are confused, suffer –2 on attack rolls, or take an alternate path due to auditory illusions. Traps remain until triggered or the trow leaves the area. Observers may attempt a DC 15 Perception check to detect traps.
Mischievous Escape (Ex): Reaction. When struck, the trow teleports 15 ft. to an unoccupied space within line of sight.
Combat
Trows favor ambushes, using darkness, terrain, music, and illusions to control the battlefield. They typically open combat with Fey Lure, then attack from hiding or exploit traps. Trap Setting often incorporates musical elements to mislead and ensnare intruders. They avoid prolonged fights with heavily armored or multiple enemies, using Dimension Door or teleportation to reposition or separate foes. Their mobility, cunning, and magical tricks make them unpredictable and difficult opponents.
Ecology
- Environment: Temperate forests, rocky highlands, coastal mounds
- Organization: Solitary or small kin groups (2–6)
- Treasure: Minor magical trinkets, curiosities, and stolen shiny objects
Trow

Small fey (chaotic neutral)
Hit Dice: 6d6+24 (45 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
Base Attack/Grapple: +4/-1
Attack: Shortsword +6 melee (1d6+1/19–20)
Full Attack: Shortsword +6 melee (1d6+1/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fey Lure (Su), Trap Setting (Ex)
Spell-Like Abilities (CL 6th; concentration +5):
- At will — Minor Illusion, Prestidigitation;
- 2/day each — Charm Person (1st), Faerie Fire (1st), Dimension Door (2nd);
- 1/day — Confusion (4th)
Special Qualities: Fey Traits, Cunning Fey, Mischievous Escape (Ex)
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 10, Dex 16, Con 18, Int 14, Wis 12, Cha 16
Skills: Bluff +9, Perform (Dance) +9, Perform (Music) +9, Stealth +10, Perception +8, Use Magic Device +7
Feats: Weapon Finesse, Dodge, Mobility, Combat Reflexes
Environment: Temperate forests, rocky highlands, coastal mounds
Organization: Solitary or small kin groups (2–6)
Challenge Rating: 4
Treasure: Standard (minor magical trinkets, curiosities, stolen shiny objects)
Alignment: Chaotic Neutral
- Fey Traits (Ex): Immune to sleep effects; +2 racial bonus on saves vs. enchantments.
- Cunning Fey (Ex): Can hide even when lightly obscured; +4 racial bonus on Bluff and Perform checks to deceive or distract.
- Fey Lure (Su): The trow produces haunting music from an instrument or its voice. As a standard action, all creatures of choice within 30 ft. must succeed on a DC 14 Will save or be charmed for 1 round per HD, swaying or compelled to dance. Usable every 1d4 rounds. Perform (Music) +9 can impose a –2 penalty on the save.
- Trap Setting (Ex): Full-round action; the trow can prepare a 10-ft square area with minor snares, pitfalls, caltrops, or illusory hazards. The trow may use natural terrain features or magical illusions to conceal the traps. Any creature entering or moving through the affected area must succeed on a DC 14 Reflex save or become trapped or misled for 1 round.
A trapped creature is immobilized or caught in a snare, while a misled creature suffers a –2 penalty on attack rolls, must move cautiously, or takes an alternate path due to visual or auditory illusions. The trow can set one such area per round, and the trap remains until triggered or the trow leaves the area. A successful Perception check (DC 15) by an observer can detect a trap before it triggers.
Mischievous Escape (Ex): Reaction; teleport 15 ft. to an unoccupied space within line of sight when struck.
Combat: Trows favor ambushes. They open combat with Fey Lure to incapacitate foes, drawing them into traps. They attack from hiding with shortswords or use Dimension Door to reposition. Against multiple foes, they isolate enemies or retreat. Their mobility, magic, and cunning make them unpredictable opponents.
Ecology: Trows are nocturnal tricksters from northern folklore. They inhabit temperate forests, rocky hills, and hidden mounds. Though rarely evil, they delight in mischief, music, and illusions, luring travelers for sport or minor theft.
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