Vila

Vila, a South Slavic mountain and storm fey standing beside a stag in wild mountain country
Vila — mountain spirits, storm riders, healers, shapeshifters and dangerous supernatural sisters.

Rain falls from a sky that was clear moments ago. A great stag stands motionless beside the mountain road. Somewhere above the spring, a woman in white is singing.

Vila are supernatural women of mountain, forest, water and storm. They are swift archers, accomplished riders, shapeshifters, healers and singers whose friendships can last for generations and whose anger can turn an entire valley against a trespasser. Some guide lost travellers or protect favoured warriors. Others shoot first and ask questions only after their enemy lies bleeding.

They are neither universally benevolent nor needlessly malicious. A vila’s loyalty is personal: to a spring, a mountain, a circle of sisters, a herd of deer, a mortal family or an oath she made long ago.

Type
Medium Fey
Challenge
CR 5
Temperament
Independent, proud and intensely loyal
Terrain
Mountains, forests, springs, rivers and storm country
Favoured Mounts
Horses and large stags
Known For
Archery, song, weather, shapechanging, healing and sworn kinship

Vila Game Statistics

Vila — D&D 5.5e / 2024

Medium Fey, Neutral


AC 15

Initiative +5 (15)

HP 77 (14d8 + 14)

Speed 30 ft.

Ability STR DEX CON INT WIS CHA
Score 12 20 13 11 14 16
Mod +1 +5 +1 +0 +2 +3
Save +1 +8 +4 +0 +5 +6

Skills Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8

Resistances Bludgeoning, Piercing and Slashing damage from nonmagical attacks

Gear +1 Shortsword, +1 Shortbow

Senses Darkvision 60 ft.; Passive Perception 18

Languages a local South Slavic vernacular, Sylvan; telepathy 60 ft. with Beasts only

CR 5 (XP 1,800; PB +3)


Traits

Forest Quickness. While the vila is in a forest, mountain glade or within 60 feet of a natural spring, her Initiative is +9 (19).

Actions

Multiattack. While in her normal form, the vila makes two attacks, using +1 Shortsword or +1 Shortbow in any combination.

+1 Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 9 (1d6 + 6) Piercing damage.

+1 Shortbow. Ranged Attack Roll: +9, range 80/320 ft. Hit: 9 (1d6 + 6) Piercing damage.

Natural Attack (Animal Form Only). Melee Attack Roll: +8, reach 5 ft. The damage depends on the vila’s current form:

  • Wolf — Bite: 8 (1d6 + 5) Piercing damage.
  • Horse — Hooves: 10 (1d10 + 5) Bludgeoning damage.
  • Falcon — Talons: 7 (1d4 + 5) Slashing damage.
  • Swan — Beak and Wings: 7 (1d4 + 5) Bludgeoning or Piercing damage.

Spellcasting. The vila casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):

Fascinating Song (1/Day). Wisdom Saving Throw: DC 14, each creature of the vila’s choice in a 60-foot Emanation that can hear her. Failure: The target has the Charmed and Incapacitated conditions for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends immediately after the target takes damage. Success: The creature is immune to this vila’s Fascinating Song for 24 hours.

Forest Song (1/Day). The vila magically calls 2d6 wolves. They arrive by the safest available route in 1d4 rounds, are Friendly to the vila, obey her spoken commands and remain for 1 hour, until the vila dies or until she dismisses them.

Healing Herbs (1/Day). The vila touches one creature. The target regains 18 (4d8) Hit Points, or the vila ends the Poisoned condition on it.

Dance of the Luckless (1/Day). The vila spends 1 hour dancing to create a ring of small grey mushrooms. The ring is 50 feet in diameter for each vila participating and lasts for 7 days. A non-vila creature that finishes a Long Rest inside the ring, or awakens there after magical sleep, has Disadvantage on ability checks for 24 hours after waking.

Bonus Actions

Forest Meld. While within 5 feet of a living tree large enough to contain her, the vila magically merges herself and everything she is wearing or carrying into it. While merged, she has Total Cover, Speed 0, can hear what occurs within 60 feet of the tree and can’t attack or cast spells. She can use this Bonus Action again to emerge into an unoccupied space within 5 feet of the same tree. If the tree is destroyed while she is merged with it, she is expelled into the nearest unoccupied space and takes 10 (3d6) Force damage.

Shape of the Wild (2/Day). The vila magically assumes one of the following forms or returns to her normal form. Her Hit Points, ability scores, saving throws, skill bonuses and mental faculties don’t change. Her equipment merges into the new form and can’t be used until she returns to normal.

  • Wolf: Medium; Speed 50 ft.
  • Horse: Large; Speed 60 ft.
  • Falcon: Tiny; Speed 10 ft., Fly 60 ft.
  • Swan: Small; Speed 10 ft., Fly 60 ft., Swim 40 ft.

While transformed, the vila can use her Natural Attack, Forest Quickness, Forest Meld and Windborne Escape. She can communicate telepathically with Beasts but can’t use weapons, Spellcasting, Fascinating Song, Healing Herbs or other actions that require humanoid speech or hands. She doesn’t use Multiattack in animal form.

In Horse form, the vila can serve as a willing mount for one Medium or smaller creature if she chooses.

Reactions

Windborne Escape. Immediately after a creature misses the vila with an attack, she moves up to 15 feet without provoking Opportunity Attacks.


Encounter Note: Wolves summoned with Forest Song are additional combatants and should be counted separately when judging encounter difficulty.

Vila — Pathfinder 1e

CR 5   XP 1,600

N Medium fey


Init +5, +9 in forests, mountain glades or beside natural springs; Senses darkvision 60 ft., low-light vision; Perception +15

Defense

AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)

hp 45 (10d6+10)

Fort +4, Ref +12, Will +9

DR 5/cold iron

Offense

Speed 30 ft.

Melee +1 shortsword +11 (1d6+2/19–20)

Ranged +1 shortbow +11 (1d6+1/×3), or +9/+9 with Rapid Shot

Spell-Like Abilities (CL 10th; concentration +13)

Statistics

Str 12, Dex 20, Con 13, Int 11, Wis 14, Cha 16

Base Atk +5; CMB +6; CMD 22

Feats Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse

Skills Handle Animal +16, Intimidate +16, Perception +15, Perform (sing) +16, Ride +18, Sense Motive +15, Stealth +18

Languages a local South Slavic vernacular, Sylvan; telepathy 60 ft. with animals only

Ecology

Environment temperate mountains, forests, uplands, springs, lakes and rivers

Organization solitary, pair, circle (2, 3, 5 or 7), or hunt (2–5 plus allied animals)

Treasure standard, usually including a +1 shortsword and +1 shortbow

Special Abilities

Dance of the Luckless (Su) 1/day. By dancing for 1 hour, one or more vila create a ring of small grey mushrooms 50 feet in diameter per participating vila. The ring lasts 7 days. A non-vila creature that sleeps inside the ring takes a –2 penalty on skill checks for 24 hours after waking.

Fascinating Song (Su) 1/day. Every creature of the vila’s choice within 60 feet that can hear her must succeed at a DC 18 Will save or become fascinated for 1d4 rounds. This is a sonic, mind-affecting effect. A creature that succeeds is immune to that vila’s song for 24 hours. The save DC is Charisma-based.

Forest Meld (Su). A vila touching a living tree large enough to contain her can enter it as a standard action. This functions as meld into stone, except the medium is living wood and the duration is indefinite. The vila can leave the tree as a move action.

Forest Quickness (Ex). The vila gains a +4 bonus on initiative checks while in a forest, mountain glade or beside a natural spring.

Forest Song (Su) 1/day. The vila calls 2d6 wolves. They arrive in 1d4 rounds, act as her allies and remain for 1 hour, until the vila dies or until she dismisses them.

Healing Herbs (Su) 1/day. As a standard action, the vila touches a living creature and restores 2d8+10 hit points, or neutralizes poison affecting that creature.

Shape of the Wild (Su) 2/day. The vila assumes the form of a wolf, horse, falcon or swan for up to 1 hour. This otherwise functions as beast shape II, limited to those forms. She gains the movement modes and natural attacks appropriate to the assumed form and can attack normally with those natural weapons. She can return to her natural shape as a swift action.

Windborne Escape (Su). When an attack misses the vila, she can use an immediate action to move up to 10 feet without provoking attacks of opportunity.

Vila — D&D 3.5e

Medium Fey


Hit Dice 10d6+10 (45 hp)

Initiative +5, +9 in forests, mountain glades or beside natural springs

Speed 30 ft. (6 squares)

Armor Class 19 (+5 Dex, +4 natural), touch 15, flat-footed 14

Base Attack/Grapple +5/+6

Attack +1 shortsword +11 melee (1d6+2/19–20) or +1 shortbow +11 ranged (1d6+1/×3)

Full Attack +1 shortsword +11 melee (1d6+2/19–20), or +1 shortbow +9/+9 ranged with Rapid Shot (1d6+1/×3)

Space/Reach 5 ft./5 ft.

Special Attacks fascinating song, forest song, spell-like abilities

Special Qualities damage reduction 5/cold iron, darkvision 60 ft., forest meld, forest quickness, healing herbs, low-light vision, shape of the wild, windborne escape

Saves Fort +4, Ref +12, Will +9

Abilities Str 12, Dex 20, Con 13, Int 11, Wis 14, Cha 16

Skills Handle Animal +16, Listen +15, Move Silently +18, Perform (sing) +16, Ride +18, Spot +15

Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse

Environment temperate mountains, forests, uplands and natural waters

Organization solitary, pair, circle (2, 3, 5 or 7), or hunt (2–5 plus allied animals)

Challenge Rating 5

Treasure standard

Alignment usually neutral

Advancement 11–15 HD (Medium)

Level Adjustment

Languages a local South Slavic vernacular, Sylvan; telepathy 60 ft. with animals only

Combat

Vila prefer distance, cover, mounted archery and difficult terrain. They use song against clustered opponents, archery against obvious threats and supernatural mobility to avoid being pinned down.

Dance of the Luckless (Su) 1/day. A vila that dances for 1 hour creates a ring of grey mushrooms. The ring has a diameter of 50 feet per participating vila and lasts for 7 days. A non-vila creature that sleeps inside the ring takes a –2 penalty on skill checks for 24 hours after waking.

Fascinating Song (Su) 1/day. Creatures chosen by the vila within 60 feet that hear her song must succeed on a DC 18 Will save or become fascinated for 1d4 rounds. This is a sonic, mind-affecting effect. A successful save grants immunity to that vila’s song for 24 hours. The save DC is Charisma-based.

Forest Meld (Su). A vila can merge with a living tree large enough to contain her. This ability otherwise resembles meld into stone, except it affects living wood and has no fixed duration.

Forest Quickness (Ex). A vila gains a +4 bonus on initiative checks in a forest, mountain glade or beside a natural spring.

Forest Song (Su) 1/day. The vila magically calls 2d6 wolves. They arrive in 1d4 rounds, act as her allies and remain for 1 hour, until the vila dies or until dismissed.

Healing Herbs (Su) 1/day. As a standard action, the vila can touch a living creature to restore 2d8+10 hit points or neutralize poison affecting that creature.

Shape of the Wild (Su) 2/day. The vila can assume the form of a wolf, horse, falcon or swan for up to 1 hour. She gains the movement modes and natural weapons appropriate to the assumed creature and can attack with those natural weapons. Her Hit Dice, hit points, base attack bonus, base saves and mental ability scores remain unchanged. She can resume her natural shape as a swift action.

Spell-Like Abilities. Caster level 10th unless otherwise noted: 3/day—sleep (DC 14); 1/week—control weather (caster level 13th).

Windborne Escape (Su). When an attack misses the vila, she can take an immediate action to move up to 10 feet without provoking attacks of opportunity.

Combat

A vila rarely fights on ground chosen by her enemies. She watches strangers from tree cover, a high ridge, animal form or the back of a stag before deciding whether to reveal herself.

Against several opponents she normally opens with Fascinating Song, then uses her bow against creatures that resist it. If she expects serious violence and has time to prepare, she calls wolves before the fighting begins.

Vila are skilled mounted archers. A vila travelling through wild country may already be riding a horse or a large stag when encountered, allowing her mount to carry her across difficult ground while she uses her bow. Use the normal mounted-combat rules for the edition being played.

If escape by mount becomes impossible, a vila may change into a wolf and race through undergrowth, become a horse and gallop down an open trail, or take falcon or swan form and leave by air. These forms are not helpless disguises: a cornered vila can bite, kick, claw or strike with wings and beak.

Vila do not normally fight to the death over chance encounters. A vila defending a sacred spring, wounded sister, favoured animal or sworn mortal may be far more stubborn. One who retreats remembers both cruelty and mercy.

Ecology

Vila dwell where settled country gives way to difficult wilderness: mountain forests, rocky uplands, caves, ravines, springs, rivers, lakes and storm-wrapped ridges. Some favour a single spring or glade for decades. Others range across an entire chain of mountains.

Stags, roes and chamois are especially dear to many vila. Horses and large stags serve as mounts, and forest vila may hunt from their backs with bows. Wolves answer some vila when called, while eagles and other high-flying birds are associated particularly with cloud and mountain spirits.

A vila can herself become an animal. Wolf shape is useful for pursuit and forest travel; horse shape for speed; falcon form for scouting mountain country; and swan form for crossing both air and water.

Their magic is closely tied to place and weather. Wind may rise when a vila is angered. Clouds gather over a threatened dancing ground. Clear springs remain unnaturally cold during summer. Where several vila repeatedly dance, rings of mushrooms or unnaturally lush grass may remain behind.

Society

Vila have no universal queen, court or kingdom. Most are solitary or belong to small circles of sisters linked by friendship, kinship or shared territory. A circle may gather to dance, hunt or defend a sacred place, then separate again for months.

Promises carry enormous weight among them. A vila may forgive an insult more readily than a broken oath.

Sworn Kin

Vila sometimes form exceptionally close bonds with mortals, especially warriors, travellers or heroes who have earned their respect. Such a person may be accepted as a sworn brother or sister.

A vila may heal sworn kin, warn them of danger, guide them through wild country or intervene when they face supernatural threats. The relationship is reciprocal. A vila who calls for help expects her mortal kin to answer.

This is not servitude and should not be treated as a permanent summoning ability. A sworn vila remains an independent NPC with her own home, loyalties and enemies.

Marriage and Wings

Stories also tell of vila marrying mortals, often after a mortal gains control of an object connected with the vila’s freedom or ability to fly. Such unions are commonly bound by a supernatural condition or taboo and end when the vila recovers what was taken or the condition is broken.

A household secretly keeping a vila’s wings is therefore less a romantic curiosity than the beginning of a supernatural feud.

Baba Yaga

Some vila bargain with Baba Yaga, carry messages for her or owe her ancient favours. Individual circles may even be bound to answer a particular summons.

Vila are not, however, Baba Yaga’s servants as a people, nor is she their universal mother.

Vila in SpiralWorlds

Vila are most often encountered throughout the South Slavic mountain world: the Kingdom of Bosnia, the Serbian Despotate, the Principality of Zeta, Croatian uplands and neighbouring parts of the Balkans.

Shepherds know which springs should be approached carefully. Hunters notice when deer refuse to cross a particular clearing. Soldiers learn that a shortcut through the mountains may save two days—or bring them onto a ridge claimed by a rider who can call down a storm.

Further east, vila traditions overlap with those of the Samodiva and samovila. They are related supernatural traditions rather than one identical creature spread under different names.

Vila Variants

The same stat block can represent several regional kinds of vila simply by changing behaviour, surroundings and descriptive emphasis.

Mountain Vila

Mountain vila favour cliffs, high forests, caves and isolated passes. They are accomplished riders, archers and storm-bringers. Horses and sure-footed stags allow them to move quickly along routes that burden ordinary travellers.

Forest Vila

Forest vila spend more time among deer, wolves and deep woodland clearings. They rely heavily on Forest Meld and may hunt from horseback or stag-back. They are sometimes mistaken for Dryads, though the two are distinct supernatural peoples.

Water Vila

Water vila guard springs, streams, lakes or wells. Their appearance may be preceded by singing over water or mist forming above an otherwise clear pool. Swan shape is particularly useful to them. They are not the same beings as Rusalkas.

Cloud Vila

Cloud vila are associated most strongly with wind, hail and violent weather. Falcon shape allows them to descend unseen from high ridges and cloud banks, while their Control Weather ability may matter more to an encounter than direct combat.

Signs of a Vila

d8 Sign
1 A stag watches the characters without fear and disappears when approached.
2 A woman’s singing carries from a cliff or forest where no path can be seen.
3 A ring of unusually lush grass or grey mushrooms surrounds a spring.
4 Horse or stag tracks cross soft ground and end abruptly against bare stone.
5 An arrow stands embedded impossibly high in an old tree.
6 A horse or wolf watches the road with unmistakably human intelligence.
7 A falcon circles repeatedly over travellers despite strong mountain winds.
8 A clear sky darkens moments after someone insults the mountain, spring or forest.

Adventure Hooks

The Rider on the Ridge

A white-clad archer riding an enormous stag has shadowed a caravan for three days. She has fired no arrow, but each night she appears closer to the camp.

The Singer on the Mountain Road

A young warrior has been struck by a supernatural arrow after singing on a high pass. His companions want revenge, but only the vila who wounded him knows how to save his life.

The Sworn Sister

An ageing hero receives a warning from the vila who has called him brother since his youth. Something has driven every stag from her mountain, and for the first time in decades she is asking mortals for help.

The Horse That Knows Your Name

A magnificent riderless mare walks into camp and speaks a character’s name through telepathy. It is a vila in hiding, wounded and pursued by hunters who do not know what they are chasing.

Wings in the Chest

A wealthy household guards a locked chest that no servant is permitted to open. A woman in white has begun appearing on the roof each night, searching the windows.

The Mountain Without Rain

Storm clouds divide around one valley every evening. The vila blamed for the drought insists another of her kind has been imprisoned there and refuses to release the weather until her sister is free.

Treasure and Rewards

Vila value useful and meaningful objects more than accumulated coin. Fine bows, decorated knives, jewellery, embroidered cloth, rare herbs and gifts associated with horses or hunting may interest them.

A friendly vila can offer rewards no merchant can sell: healing, safe passage through mountain country, knowledge of hidden springs, warnings of approaching enemies, cooperation from local animals or a change in the weather.

The greatest reward is trust. A vila who accepts a character as sworn kin may remain an ally for years.

Related Creatures

Folklore

Vila belong especially strongly to South Slavic folklore. Traditional descriptions vary by region, but commonly present them as beautiful supernatural women associated with mountains, forests, waters and clouds. White clothing, long loose hair, dancing, song, archery, weather, healing and strong relationships with animals and chosen mortals recur throughout the tradition.

They are especially associated with stags, roes and chamois. Traditional accounts describe vila riding horses and stags through forests and mountains, hunting with bows, and transforming into animals including horses, wolves, falcons and swans.

South Slavic heroic tradition is also particularly rich in stories of vila forming supernatural sisterhoods with mortal heroes. SpiralWorlds uses that relationship as a central part of their behaviour while keeping Dryads, Rusalkas, Samodivas and Swan Maidens as distinct beings.

Sources: Jan Máchal, The Mythology of All Races, Volume III: Celtic and Slavic; Friedrich S. Krauss, “Slavonian Fairies”; The Ballads of Marko Kraljević; Dorian Jurić, “Western Balkans: ‘A Vila Like a Vila’.”

Rules and Licensing

D&D 5.5e / 2024

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Pathfinder 1e and D&D 3.5e

The Pathfinder 1e and D&D 3.5e Vila rules use and adapt Open Game Content under the Open Game License Version 1.0a. The original CR 5 Vila mechanical foundation derives from Tome of Beasts.

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System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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Vila Pathfinder 1e and D&D 3.5e rules adaptations. Copyright 2026 SpiralWorlds.

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