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Bibi the Cradle-Taker

Bibi the Cradle-Taker
Create

Bibi manifests as a tall, gaunt woman with deathly pale skin, long black hair, and eyes like pools of shadow. She dons either a tattered red dress that clings to her like a funeral shroud or, just as easily, an ornate gown fit for nobility—depending on who she means to test. Barefoot and silent, she is always accompanied by two pale girls with lamb-like stillness, who never speak or blink.

Behavior.
Bibi is unnervingly calm, speaking softly with unsettling warmth. She never begs for shelter—she merely asks. If invited in, she blesses the household. If turned away, she leaves without resistance… but marks the door. That night or soon after, misfortunes befall the family—especially the youngest among them. Her presence is felt before it is seen: animals grow restless, milk sours, and children cry without cause.

Habitat.
She appears only once a year, often in remote villages or rural outposts nestled near ancient woods, mountains, or old trade roads. Bibi is drawn to places with deep-rooted hospitality customs, especially among cultures that revere or fear the old ways.

Modus Operandi.
Bibi travels in silence, knocking at doors in the dark hours of the night. She presents herself as either a noblewoman in need or a beggar seeking shelter. Her appearance changes, but her question is always the same: “May I come in?” She tests the generosity of strangers, blessing those who offer warmth and cursing those who refuse her entry. If infants are present in the household that denied her, they may die mysteriously in the nights that follow—no wound, no sound, just stillness in their cradle and a house full of regret.

Motivation.
Bibi enforces the ancient code of hospitality, a fey law older than kings or gods. She believes deeply in reciprocity—those who offer kindness receive kindness; those who close their doors invite doom. She is not driven by vengeance but by principle: the world must remember the sacred bond between guest and host. In her mind, she is not a killer—she is justice cloaked in mourning red.


  • Bibi 5e
  • Bibi, Pathfinder
  • Bibi 3.5
Bibi the Cradle-Taker
Create

Medium Fey (Unique), Chaotic Evil
Challenge: 10 (5,900 XP) • Proficiency Bonus: +4


Armor Class 18 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft.

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

Saving Throws Con +8, Wis +9, Cha +10
Skills Deception +10, Insight +9, Perception +9, Stealth +7
Damage Resistances cold, necrotic, nonmagical weapons
Condition Immunities charmed, frightened, poisoned, exhaustion
Senses darkvision 120 ft., passive Perception 19
Languages Common, Sylvan
Proficiency Bonus +4


Traits

Fey Grace.
Bibi has advantage on saving throws against spells and magical effects. Once per day, she can choose to succeed on a failed saving throw.

Shapechanger.
As a bonus action, Bibi can change her appearance to that of either a richly dressed noblewoman or a gaunt, barefoot beggar. This is an illusionary form, and she retains her statistics. Insight checks to see through the guise are made with disadvantage.

Blessings of Hospitality.
If a creature or household willingly offers Bibi shelter, food, or kindness, she may bestow one of the following blessings before departing or at dawn the next day:

  • Boon of Vital Health. One creature is cured as if by greater restoration or lesser restoration.
  • Boon of Fortune. The household’s next harvest or trade yields double its expected value.
  • Boon of Protection. All children in the home gain resistance to necrotic damage and advantage on saving throws against curses and diseases for one year.
  • Boon of Safe Dreams. No creature in the home may be targeted by dream-influencing magic (such as dream) for 30 days.

The blessing is chosen by Bibi and is always subtle in manifestation.

Mark of the Unwelcomed.
When refused entry, Bibi may use her action to magically mark the door or soul of the one who turned her away. After the next long rest, roll a d6 to determine the consequence:

1–2. Livestock fall ill or die.
3–4. Crops or preserved food spoil.
5–6. A family member contracts a magical wasting illness (see Cursed Touch).

The effect is subtle, and only divination or legend lore can reveal its true origin.


Innate Spellcasting

Bibi’s innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells without material components:

  • At will: thaumaturgy, minor illusion, detect thoughts
  • 3/day each: bestow curse, hold person, invisibility, lesser restoration
  • 1/day each: greater restoration, remove curse, dream, modify memory

Actions

Multiattack.
Bibi makes two melee attacks: one with Cursed Touch and one with Slam, or two Cursed Touches.

Cursed Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature.
Hit: 17 (4d6 + 3) necrotic damage. The target must make a DC 18 Constitution saving throw or suffer from the Wasting Curse:

  • The target’s hit point maximum is reduced by 1d4 at dawn each day.
  • This effect persists until removed by remove curse or greater restoration.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.

Choke the Cradle (Recharge 5–6).
Bibi targets a Small or smaller creature she has grappled. The target must succeed on a DC 18 Constitution saving throw or become restrained and take 21 (6d6) necrotic damage. While restrained, the target takes 10 (3d6) necrotic damage at the start of each of its turns. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.


Legendary Actions

Bibi 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. She regains spent legendary actions at the start of her turn.

  • Illusory Form. Bibi shifts into one of her guises until the end of her next turn. Insight checks to detect the illusion are made with disadvantage.
  • Chilling Presence. Each creature within 10 feet of Bibi must make a DC 16 Wisdom saving throw or take 9 (2d8) cold damage and have disadvantage on the next saving throw it makes.
  • Spectral Lambs (Costs 2 Actions). Bibi’s ghostly companions bleat, forcing one creature she can see within 60 feet to make a DC 18 Wisdom saving throw or be frightened until the end of its next turn.

Tactics

Bibi rarely initiates combat, preferring psychological warfare and magical manipulation. She marks the inhospitable, returns under veil of illusion, and targets the proud, cruel, or fearful. In combat, she isolates and weakens enemies using her curses and hold person, staying mobile with fey step and disguises.

Bibi the Cradle-Taker
Create

CR 10
XP 9,600
Female fey outsider (unique, native)
NE Medium outsider (fey, native)


Init +8; Senses darkvision 60 ft., low-light vision; Perception +18

Aura Aura of Judgment (30 ft., Will DC 17)


DEFENSE

AC 24, touch 16, flat-footed 20 (+4 Dex, +8 natural, +2 Wis)
hp 115 (11d8+55)
Fort +12, Ref +11, Will +14
Defensive Abilities resist cold 10, electricity 10;
Immune charm, compulsion, disease, exhaustion, fatigue, fear, poison, sleep;
SR 20


OFFENSE

Speed 30 ft.
Melee Cursed Touch +16 (2d6+4 plus wasting curse) and slam +12 (1d6+2 plus wasting curse)
Special Attacks Wasting Curse, Choke the Cradle, Fey Mark of Judgment


Spell-Like Abilities (CL 11th; concentration +15)

At willdetect thoughts, disguise self, mage hand
3/daybestow curse (DC 20), hold person (DC 19), invisibility, lesser restoration
1/daygreater restoration, remove curse, dream, modify memory


STATISTICS

Str 14, Dex 18, Con 20, Int 16, Wis 20, Cha 24
Base Atk +8; CMB +10; CMD 26
Feats Ability Focus (Wasting Curse), Combat Reflexes, Improved Initiative, Multiattack, Weapon Finesse
Skills Bluff +23, Diplomacy +21, Intimidate +21, Knowledge (local, planes) +15, Perception +18, Sense Motive +18, Stealth +16
Languages Common, Sylvan, Romani; telepathy 60 ft.


SPECIAL ABILITIES

Aura of Judgment (Su):
Creatures within 30 feet of Bibi who have recently refused her hospitality must succeed at a DC 17 Will save or become shaken for 1 minute. This is a mind-affecting fear effect. Those who have shown her kindness instead gain a +2 morale bonus on saving throws against curses, diseases, and fear effects for 24 hours.

Wasting Curse (Su):
Bibi’s attacks carry a supernatural wasting disease. Any creature hit by her cursed touch or slam must succeed at a DC 20 Fortitude save or take 1d4 Constitution drain. This drain cannot be removed by remove disease, but can be reversed by greater restoration or a miracle.

Choke the Cradle (Su):
Once per round, Bibi may attempt to grapple a Tiny or smaller creature (typically infants or familiars) as a free action after a successful touch attack. If the grapple succeeds, the target must make a DC 20 Fortitude save or take 6d6 points of necrotic damage and become restrained. Each subsequent round the target remains grappled, it takes 3d6 necrotic damage. A successful save at the end of the round ends the effect. This is a death effect.

Fey Mark of Judgment (Su):
If Bibi is refused hospitality, she may place a subtle curse on the household. The following night, the home is afflicted by one of the following effects (roll 1d6):
1–2: Livestock or pets die mysteriously.
3–4: Crops spoil, or stored food becomes tainted.
5–6: A member of the household contracts the Wasting Curse.
This mark can be removed with remove curse (DC 21) or greater restoration.

Blessings of Hospitality (Su):
If Bibi is welcomed with sincerity and offered shelter or food, she grants the household one of the following boons:

  • Greater Restoration or Lesser Restoration to a family member of her choosing.
  • A season’s harvest yields double its normal bounty.
  • All children in the household gain resistance 5 to necrotic damage and advantage on saves vs. disease and fear for 1 year.
  • Protection from nightmares: no member of the household can be affected by dream or similar spells for 30 days.

These blessings are given without negotiation and are never repeated for the same household until a year has passed.

Shapechanger (Su):
Bibi may alter her appearance as per disguise self at will. She typically appears as either a ragged beggar or an elegant noblewoman. Sense Motive checks to see through the guise take a –2 penalty.


ECOLOGY

Environment temperate villages, mountainous hamlets, isolated settlements
Organization solitary (always accompanied by two silent child-like apparitions)
Treasure none (blessings only)


DESCRIPTION

Bibi the Cradle-Taker is an ancient fey enforcer of the sacred law of hospitality. She appears only once a year, often during the dead of night, knocking at the doors of those whose customs still whisper of old obligations. She may appear wealthy or destitute, testing the hearts of those inside. Those who welcome her receive blessings. Those who refuse her — especially those with children — find their homes darkened by misfortune, disease, or worse. Her quiet vengeance is as inevitable as it is eerie, and her justice comes not from malice but ancient law.

Bibi the Cradle-Taker
Create

Medium Fey (Unique, Native)
Hit Dice 12d6+60 (102 hp)
Initiative +7
Speed 30 ft. (6 squares)
Armor Class 24 (–1 size, +3 Dex, +7 natural, +5 deflection); touch 17; flat-footed 21
Base Attack/Grapple +6/+8
Attack Cursed Touch +11 melee touch (2d6 plus curse)
Full Attack Cursed Touch +11 melee touch (2d6 plus curse) and slam +9 melee (1d6+2 plus curse)
Space/Reach 5 ft./5 ft.
Special Attacks Wasting Curse, Choke the Cradle, Fey Mark of Judgment
Special Qualities Blessings of Hospitality, spell-like abilities, DR 10/cold iron, SR 22, darkvision 60 ft., low-light vision, change shape, immunity to disease, poison, exhaustion, aging, and fear effects

Saves Fort +11, Ref +13, Will +14
Abilities Str 14, Dex 17, Con 20, Int 16, Wis 20, Cha 26
Skills Bluff +24, Diplomacy +24, Disguise +20, Intimidate +21, Knowledge (local, nature, arcana) +15, Listen +18, Sense Motive +20, Spot +18, Hide +15, Move Silently +17
Feats Weapon Finesse, Improved Initiative, Ability Focus (Wasting Curse), Combat Expertise, Dodge, Mobility
Environment Any temperate or rural region
Organization Unique (solitary; occasionally accompanied by two illusory spirit-children)
Challenge Rating 11
Treasure None
Alignment Chaotic Evil
Advancement
Level Adjustment


Description

A tall, barefoot woman in a red dress stands silent in the night. Her face flickers between noble beauty and corpse-like hollowness. Bibi the Cradle-Taker is a spectral fey who tests mortals’ commitment to ancient customs of hospitality. She appears once a year, always at night, always alone—or so it seems.


Combat

Bibi is a spirit of judgment cloaked in civility. She rarely fights directly, instead using her supernatural presence and cruel curses to punish households that violate fey codes of courtesy. When forced into combat, she targets children or the weakest creatures first, unnerving the rest with her otherworldly calm.


Special Abilities


Wasting Curse (Su)

DC 21 Fortitude negates.
On a successful touch or slam attack, Bibi inflicts 1d4 points of Constitution drain. This supernatural wasting manifests as sudden weakness, pallor, and fevers. The effect bypasses normal disease immunity. A creature cannot be afflicted by this curse more than once per day. Only remove curse followed by greater restoration or miracle can reverse it.


Choke the Cradle (Su)

As a standard action, Bibi may attempt a grapple against a helpless or Tiny or smaller creature (typically an infant, familiar, or animal companion). If successful, the target takes 6d6 damage immediately and becomes entangled. Each round, the victim must succeed at a DC 21 Fortitude save or take an additional 3d6 damage. Victims killed in this way appear to have died of a wasting illness.


Fey Mark of Judgment (Su)

Once per night after being denied hospitality, Bibi may mark a home or individual. Within 24 hours, roll 1d6 to determine the outcome:

  • 1–2: Livestock fall ill or die.
  • 3–4: Food rots or spoils.
  • 5–6: One member of the household is afflicted with wasting curse.

This mark persists for 7 days unless removed by remove curse (DC 21), attonement, or fulfilled hospitality offered to Bibi if she returns.


Blessings of Hospitality (Su)

If offered sincere hospitality, Bibi grants one magical boon before sunrise. She chooses one of the following:

  • Greater restoration, remove curse, or remove disease on a family member
  • Bless the household’s children: They gain resistance to necrotic damage and immunity to mundane disease for 1 year
  • A year of fertile harvests or doubled income from trade
  • A magical ward against intrusion: Household is protected from scrying, dream invasion, and similar magic for 30 days

The blessing is granted once per household per year and only if the offer was made freely and kindly.


Change Shape (Su)

Bibi can alter her appearance at will as per disguise self (CL 12th). She typically appears either as a tattered beggar or a veiled noblewoman. Spot checks to see through the illusion take a –2 penalty.


Spell-Like Abilities

CL 12th; DCs are Charisma-based (DC 16 + spell level)

  • At willdisguise self, detect thoughts, ghost sound, prestidigitation
  • 3/daybestow curse (DC 19), invisibility, hold person (DC 18), lesser restoration
  • 1/daydream, greater restoration, remove curse, modify memory (DC 20)

Tactics

  • Before Combat: Bibi uses disguise self and detect thoughts to gauge the household’s intent. She leaves silently if denied shelter.
  • During Combat: She begins with bestow curse or hold person, focusing on isolated or vulnerable targets. If infants or familiars are present, she uses Choke the Cradle to terrorize the household.
  • Morale: If seriously threatened, Bibi uses invisibility to escape. She cannot be permanently slain — if reduced to 0 hp, she fades into mist and reappears one year later in the same region.

Lore

Knowledge (Nature or Local) DC 20: Bibi is a fey spirit of judgment who tests mortals’ hospitality. Refusing her invites curses.
DC 25: Those who welcome her may receive uncanny blessings. She never speaks twice, and she never knocks again.
DC 30: She was once mortal, perhaps a grieving mother, now twisted into a fey judge of ancient customs lost to time.


The Cycle of Cruel Hospitality: Bibi’s Revenge

When Bibi is turned away from a home on a stormy night, she does not rage or knock again. She simply vanishes into the dark—and over the following nights, her curse unfolds with quiet, deliberate malice. Her vengeance is not swift, but ritualistic. Each member of the household suffers uniquely, broken down one by one through their own flaws, fears, or neglect.

Night 1 – The Omen

  • Pale Lambs silently appear just beyond the windows, watching. Their presence brings silence: crickets stop, clocks stall, even fire seems to flicker more dimly.
  • Effect: Magic misfires subtly. Children cry without comfort. Animals refuse to enter the home.

Night 2 – The First Visit (Infants/Children)

  • Spirit-Children slip into nurseries. Toys are moved, lullabies are sung with no voice. A child may speak of new “playmates.”
  • Effect: Children gain levels of exhaustion. Parents wake to find their child’s bed cold. A rocking chair moves on its own.

If the household has an infant, this is when the Hollow Nursemaid begins her patrol. She does not strike yet—she waits, observing.


Night 3 – Reflection and Ruin (The Weakest Mind)

  • Reflections of Regret begin to appear in mirrors, water basins, windows. They mimic a resident’s inner fears or past misdeeds, whispering regrets that only the target can hear.
  • Target: The most anxious or guilt-ridden person in the house.
  • Effect: Target begins to hallucinate. Saving throws vs. madness or fear. May become frightened or incapacitated.

Night 4 – Hospitality Mocked (The Most Arrogant)

  • Fey of the Red Veil enter—two beautiful, veiled women who offer comfort, gifts, and sympathy. If allowed in, they weave lies and sabotage.
  • Target: A proud family member—one who dismissed Bibi, or who prides themselves on social control.
  • Effect: Discord sewn through whispers. A love affair implied, a betrayal revealed. They may convince someone to open a door that should stay closed…

Night 5 – Blood and Breath (The Caretaker)

  • The Hollow Nursemaid acts. An infant is suffocated. If none remain, she targets the person who opened the door to Bibi—viewed as most responsible.
  • Tactics: She creeps at night, unchallenged unless spotted. A failed Wisdom save puts victims to sleep just before she strikes.

Night 6 – The Curse Deepens (The Family Collapses)

  • All minions escalate:
    • Spirit-Children manifest physically.
    • Reflections speak to all in the house.
    • Red Veils fight openly or turn family members on each other.
    • Hollow Nursemaid begins killing nightly.
  • Those who try to flee find the roads impossible. Horses die. Maps shift. Food spoils.

Night 7 – Bibi Returns

  • At midnight, there’s a knock again.

“You had your chance,” she whispers.

  • Bibi the Cradle-Taker enters unless forcibly stopped. She chooses her victims deliberately—parents who failed their children, hosts who ignored tradition, or elders who taught selfishness.
  • Effect: She curses the family line, turning newborns into stillbirths for generations. She drains warmth from the home—fires don’t catch, food rots. She may strangle one last soul before vanishing.

Optional Narrative Elements

  • Bargaining: Some minions may allow a desperate plea or offer. A pale lamb might eat a keepsake. A Red Veil might spare a victim for a cruel price.
  • Breaking the Cycle: Only true acts of hospitality (welcoming a beggar, sheltering a lost soul, restoring a grave) can repel the curse early.
  • Legacy: Survivors find the mark of Bibi on their door. Others avoid the home. Children whisper stories. No birds ever nest there again.
  • Spirit-Child 5e
  • Pale Lamb 5e
  • Reflection of Regret 5e
  • Hollow Nursemaid 5e
  • Fey of the Red Veil 5e
Bibi the Cradle-Taker
Create

Small Undead (Incorporeal), Chaotic Neutral


Armor Class 13
Hit Points 27 (6d6 + 6)
Speed 0 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
4 (–3)16 (+3)12 (+1)6 (–2)14 (+2)17 (+3)

Saving Throws Wis +4, Cha +5
Skills Insight +4, Perception +4, Stealth +7
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Common and Sylvan but cannot speak
Challenge 2 (450 XP) Proficiency Bonus +2


Traits

Incorporeal Movement.
The Spirit-Child can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Haunting Presence (Aura, 30 ft.).
Non-Fey, non-Undead creatures within 30 feet of a Spirit-Child have disadvantage on saving throws against the frightened condition.
If Bibi the Cradle-Taker is within this aura, her Curse of Denial affects all members of the household, not just the one who refused her entry.

Shared Agony (Reaction).
When a Spirit-Child takes damage, Bibi may use her reaction to split the damage evenly between herself and the Spirit-Child.


Actions

Ethereal Caress. Melee Spell Attack: +5 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Charisma saving throw or suffer disadvantage on death saving throws for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Mourning Whispers (Recharge 5–6).
As a bonus action, the Spirit-Child emits a soft, mournful hum audible to creatures within 15 feet. Each creature that can hear it must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn.
A creature that succeeds is immune to this effect for 24 hours.

Fade Into Mist (Recharge 6).
The Spirit-Child becomes invisible until the start of its next turn or until it makes an attack. While invisible, it can move through magical barriers as though under the effects of the etherealness spell.


Combat Tactics

Spirit-Children act as psychic extensions of Bibi’s curse, rarely attacking unless she is threatened or enraged.

  • They drift through rooms silently, lingering near frightened or injured creatures.
  • Mourning Whispers is used early to suppress courage.
  • Ethereal Caress is reserved for those on the brink of death.
  • If cornered, they use Fade Into Mist to escape, often returning at dusk unless the home is consecrated or warded.

Lore

Spirit-Children are the incorporeal echoes of infants and young souls lost to Bibi’s wrath. Some were claimed by plague, others denied shelter by frightened parents. They now linger in her wake, tethered by grief and vengeance. Neither truly alive nor dead, they serve as harbingers of her arrival and mournful echoes of broken hospitality.


Description

Spirit-Children appear as translucent, ghostly youths with vacant, sorrowful eyes and soft, melodic whispers that drift through the halls of cursed homes. They exude a chilling stillness, disturbing even to the bravest hearts. When angered or mournful, their forms ripple like disturbed water and their cries echo like lullabies from the grave.


Narrative Use

  • Use Spirit-Children to foreshadow Bibi’s arrival in haunted villages or crumbling manors.
  • They make ideal ambient threats in horror-themed adventures, creating tension without immediate violence.
  • Defeating or sanctifying one may reveal clues to breaking Bibi’s curse, or serve as a tragic encounter that raises the moral stakes of a quest.

Bibi the Cradle-Taker
Create

Small Fey (Spirit-Touched), Neutral


Armor Class 14
Hit Points 36 (8d6 + 8)
Speed 30 ft.

STRDEXCONINTWISCHA
6 (–2)18 (+4)13 (+1)3 (–4)16 (+3)14 (+2)

Saving Throws Wis +5
Skills Perception +5, Stealth +6
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages
Challenge 1 (200 XP) Proficiency Bonus +2


Traits

Fey Omen.
When the Pale Lamb enters a settlement or household, each creature within 30 feet must succeed on a DC 13 Wisdom saving throw or become unnerved. Affected creatures have disadvantage on the next Wisdom (Insight) or Charisma (Persuasion) check they make within the next 10 minutes.

Witch’s Familiar.
If within 60 feet of Bibi the Cradle-Taker, the Pale Lamb can telepathically communicate with her and may take its turn immediately after hers instead of on its own initiative.

Unnatural Silence (Aura, 10 ft.).
The Pale Lamb radiates an aura of oppressive quiet. Spells cast within this area that have verbal components require a DC 10 Constitution check to succeed. On a failure, the spell is lost.


Actions

Phantom Hoof. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or become unable to speak until the end of its next turn.

Deathless Bleat (Recharge 6).
The Pale Lamb emits a chilling, soundless cry. Each creature within 15 feet must make a DC 13 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.

Fade to White (1/Day).
The Pale Lamb becomes partially translucent for 1 minute. During this time:

  • It has resistance to all damage except force and radiant.
  • It leaves no tracks or scent.
  • It can squeeze through gaps as if it were Tiny.

Tactics

  • The Pale Lamb rarely initiates violence and avoids conflict unless directly commanded by Bibi.
  • In combat, it opens with Deathless Bleat to disrupt tight formations.
  • It remains close to spellcasters or leaders, exploiting Unnatural Silence to interrupt coordination.
  • If seriously wounded, it uses Fade to White to escape through narrow spaces or vanish into obscurity behind Bibi’s shadow.

Lore

Pale Lambs are the spectral echoes of sacrificial lambs offered during plague years or lost in famine. Their presence signals the approach—or passing—of judgment. In Bibi’s service, they act as quiet omens, their soft presence more unsettling than any open threat.

Some say they walk in both worlds, neither wholly alive nor truly dead, serving Bibi out of spiritual debt. They do not speak, but their eyes reflect ancient sorrow and the cold inevitability of consequence.


Description

Pale Lambs resemble spectral, softly glowing lambs with milky fur and wide, unblinking eyes. They radiate stillness and unease. Though they appear gentle, they are unnaturally calm, immune to the fear and chaos around them. Their bleats are silent, yet they echo in the mind.


Behavior

  • They may appear at a doorstep as an omen of Bibi’s visit, remaining motionless until noticed.
  • Their presence lulls observers into a false sense of security, making them vulnerable to Bibi’s test of hospitality.
  • They move silently, watch without blinking, and disappear the moment kindness is refused.

Narrative Use

  • Signs of Impending Judgment: A Pale Lamb appearing outside a home suggests Bibi is watching—or has already passed judgment.
  • Curse Catalysts: Villagers may fear even seeing one, believing their arrival marks the beginning of a curse.
  • Tense Foreshadowing: Use them as a haunting visual or auditory motif before an encounter with Bibi or her minions.
  • Moral Dilemmas: Killing a Pale Lamb might stave off a curse—or trigger it more violently.
Bibi the Cradle-Taker
Create

Medium Fey (Incorporeal), Chaotic Evil


Armor Class 15
Hit Points 66 (12d8 + 12)
Speed 0 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
6 (–2)18 (+4)13 (+1)12 (+1)14 (+2)18 (+4)

Saving Throws Wis +5, Cha +7
Skills Insight +5, Perception +5, Stealth +7
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Grappled, Exhausted, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands Common, Sylvan, and the language of its mirrored target; cannot speak
Challenge 5 (1,800 XP) Proficiency Bonus +3


Traits

Incorporeal Movement.
The Reflection of Regret can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Mirror Walk.
As a bonus action while within 5 feet of a reflective surface (mirror, water, glass), the Reflection of Regret can teleport to another reflective surface within 60 feet that it can see. This movement does not provoke opportunity attacks.

False Familiarity.
When a creature sees a Reflection of Regret for the first time, it must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the creature perceives the Reflection as someone they once knew, now twisted by guilt.


Actions

Touch of Regret. Melee Spell Attack: +7 to hit, reach 5 ft., one creature.
Hit: 21 (4d6 + 4) psychic damage. The target must succeed on a DC 15 Charisma saving throw or suffer disadvantage on all attack rolls and ability checks until the end of its next turn.

Glimpse of Guilt (Recharge 5–6).
The Reflection momentarily reveals a vision of a memory the target deeply regrets. Each creature of the Reflection’s choice within 15 feet that can see it must make a DC 15 Wisdom saving throw or be incapacitated by sorrow until the end of its next turn. Creatures immune to being charmed are unaffected.


Reactions

Shatter Image.
When a creature targets the Reflection with an attack while within 30 feet of a reflective surface, the Reflection can cause a burst of shattering glass or mirrored energy. The attacker must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) slashing damage and lose their reaction until the start of their next turn.


Tactics

Reflections of Regret act as psychological predators, not brute force combatants. They appear during moments of vulnerability—arguments, despair, illness—and press those emotions to their advantage.

  • They use Mirror Walk to teleport between rooms or surfaces in confined spaces, especially homes or haunted sites.
  • Glimpse of Guilt is saved for when multiple targets are grouped, maximizing battlefield control.
  • They avoid direct confrontation, retreating through mirrors or fading through walls.
  • They often appear first in reflective objects, slowly tormenting their victims over days before revealing their true form.

Lore

“It looked like my wife, just… wrong. Like the memory of her death made flesh.”

A Reflection of Regret is the emotional imprint of a victim’s greatest sorrow or failure—given life through Bibi the Cradle-Taker’s curse or summoned in places steeped in guilt and unspoken grief. They do not speak, but their gaze and presence communicate volumes: blame, disappointment, accusation.

Scholars argue they are not truly independent beings, but rather emotional echoes infected with fey cruelty, animated in service to Bibi. In places where her minions move, these spectral reflections may haunt mirrors, pools, or windows, appearing as twisted versions of those who dwell there.


Description

A Reflection of Regret appears translucent and distorted, like an image rippling in water. Its form subtly mimics a loved one or familiar figure—always one lost or wronged. Its red-glowing eyes and warped features hint at a fey origin, but its essence is deeply personal to each who sees it. When it moves, it flickers unnaturally, as if skipping between frames of time.


Narrative Use

  • Psychological Warfare: Use them to drain the morale of an NPC household or party member before Bibi’s arrival.
  • Mirror-Haunting Puzzle: Players may need to cover, break, or purify mirrors to trap or expel a Reflection.
  • Roleplaying Catalyst: Excellent tool for triggering character backstories, flaws, or personal conflicts.
  • Dungeon Flavor: In mirror-filled halls, the Reflections can move unpredictably, splitting the party’s focus.
Bibi the Cradle-Taker
Create

Medium Fey (Spirit-Bound), Chaotic Evil


Armor Class 15 (tattered uniform, unnatural grace)
Hit Points 97 (13d8 + 39)
Speed 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)7 (−2)18 (+4)15 (+2)

Saving Throws Wis +7, Cha +5
Skills Insight +7, Stealth +5, Medicine +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 14
Languages understands Common and Sylvan but does not speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3


Fey Nature.

The Hollow Nursemaid is a spirit of maternal judgment born of ancient fey customs. She cannot be charmed or magically compelled to betray Bibi the Cradle-Taker. Fey creatures within 30 feet of her have advantage on saving throws against fear.

Aura of Dread. (30 ft. aura)

Any hostile creature that starts its turn within 30 feet of the Hollow Nursemaid must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn. If a creature is already frightened, it takes 5 (1d10) psychic damage at the start of its turn.

Cradle Lullaby (Recharge 5–6).

The Nursemaid hums a spectral lullaby. Each creature of her choice within 30 feet that can hear her must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. This ends early if the sleeper takes damage or someone uses an action to shake or slap them awake.

Mother Knows Pain. (1/Turn)

When a creature within 10 feet targets a frightened creature with an attack, the Nursemaid can use her reaction to cause that attacker to suffer disadvantage and take 1d8 psychic damage.


Actions

Choking Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 14 (3d6 + 3) necrotic damage, and the target is grappled (escape DC 14). While grappled in this way, the target cannot speak or breathe. The target takes 7 (2d6) necrotic damage at the start of each of its turns. The grapple ends automatically if the Nursemaid is incapacitated.

Shadow Step (Recharge 4–6).

The Nursemaid teleports up to 30 feet to an unoccupied space she can see, provided it is dim light or darkness. Her next Choking Grasp attack made before the end of her next turn has advantage.


Tactics

  • The Hollow Nursemaid emerges after Bibi is denied entry, slipping into homes through cracks and shadows.
  • She opens combat with Cradle Lullaby to neutralize groups or caregivers.
  • She focuses on strangling the weakest or most vulnerable, enforcing twisted fey justice.
  • In combat, she stays near frightened targets to leverage Aura of Dread and Mother Knows Pain.
  • If overwhelmed, she uses Shadow Step to retreat to dim corners, mirrors, or wardrobes.

Lore

In ancient tales, the Hollow Nursemaid was once a midwife who let sick children die alone in snowstorms during famine. Now twisted by the fey courts’ dark justice, she serves Bibi as an enforcer of ancient hospitality rites. Her touch is not death, but suffocation under the weight of one’s own cruelty.

She appears after Bibi is refused entry, enforcing her mistress’ will with eerie calm and maternal ruthlessness. Her lullaby is heard only by those who have failed a sacred test.

Adventurers who study forgotten fey customs or bardic folklore may identify her by her humming alone.

Bibi the Cradle-Taker
Create

Medium Fey, Chaotic Evil

“They wear the color of blood and silk, speak in riddles laced with honey and venom, and walk the tightrope between truth and madness. They are the test before the curse.”


Armor Class 15 (graceful agility)

Hit Points 82 (11d8 + 33)

Speed 40 ft.


STRDEXCONINTWISCHA
10 (+0)18 (+4)16 (+3)14 (+2)14 (+2)20 (+5)

Saving Throws Dex +7, Cha +8

Skills Deception +9, Insight +5, Performance +8, Stealth +7

Damage Resistances Psychic, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities Charmed, Frightened

Senses Darkvision 60 ft., Passive Perception 12

Languages Common, Sylvan, telepathy 60 ft.

Challenge 5 (1,800 XP)

Proficiency Bonus +3


Veiled Illusion.

The Fey of the Red Veil is perpetually under the effects of the disguise self spell. This illusion cannot be pierced by mundane means, only by true seeing, see invisibility, or a successful DC 15 Intelligence (Investigation) check.

Twinned Presence.

Fey of the Red Veil always arrive in pairs. While within 30 feet of another Fey of the Red Veil:

  • They each gain advantage on saving throws.
  • Once per turn, one may use a reaction to grant the other advantage on an attack roll, saving throw, or ability check.

Dancing Displacement (1/turn).

When targeted by an attack the Fey can see, it may move up to 10 feet without provoking opportunity attacks. If this movement places it behind total cover, the attack automatically misses.

Liar’s Gift (Recharge 5–6).

The Fey whispers a subtle lie to a creature within 60 feet that can hear it. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 hour. While charmed in this way, the creature believes a single falsehood chosen by the Fey (e.g., “Your companions betrayed you,” “This child is not yours,” “You are cursed”). The effect ends early if the creature is harmed or remove curse or greater restoration is cast.


Actions

Rapier of Mockery. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (1d8 + 4) piercing damage plus 7 (2d6) psychic damage. The target must make a DC 15 Wisdom saving throw or suffer disadvantage on its next attack roll as cruel whispers linger in its mind.

Entangle Words (Recharge 4–6).

The Fey targets up to three creatures it can see within 30 feet. Each must succeed on a DC 15 Charisma saving throw or become blinded and deafened until the end of their next turn, their senses overwhelmed by conflicting words and unnatural music.

Steal Voice (1/day per creature).

The Fey targets one creature it can see within 60 feet. The target must make a DC 15 Charisma saving throw or lose the ability to speak for 1 minute, rendering it unable to cast spells with verbal components. The target may repeat the saving throw at the end of each of its turns.


Bonus Actions

Unnerving Grace.

The Fey gains advantage on its next Deception or Performance check and may teleport up to 15 feet to an unoccupied space it can see.


Tactics

Fey of the Red Veil rarely initiate combat directly, instead preferring to:

  • Sabotage communication and disable spellcasters with Steal Voice and Entangle Words.
  • Spread paranoia and confusion with Liar’s Gift.
  • Move fluidly around the battlefield with Dancing Displacement, often targeting the most isolated or emotionally vulnerable characters.
  • Retreat into illusions or behind terrain when pressured, regrouping with their twin for misdirection or flanking.

They are ambush predators of the soul, testing mortals for weakness before Bibi’s wrath descends.


Lore

Whispered about in bedtime warnings and old wives’ tales, the Fey of the Red Veil are the crimson-eyed judges of ancient hospitality. Some claim they were once mortal women cursed for cruelty during a famine, doomed to relive the suffering they caused. Others believe they are manifested lies, born from promises broken at doorsteps during storm or war.

These fey wear flowing scarlet veils that obscure their faces. Beneath, their features shift constantly—sometimes reflecting those they speak to, other times showing faces long dead or never known.

Wherever Bibi travels, they come first—not to fight, but to test. If a home passes, they vanish in mist. If not, they open the door to darkness.

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