A Maenad appears as a stunning, wild-eyed woman adorned in ivy crowns, torn silks, and animal pelts. Her hair flows like an unrestrained flame, and her eyes gleam with intoxicating madness. Her skin may shimmer faintly with a wine-stained flush, and her hands are often streaked with blood or wine—sometimes both.
Behaviour
Maenads exist in a state of ecstatic frenzy. They sing, dance, and scream under moonlight, forming dangerous, unpredictable mobs. They’re driven by emotion over logic—swaying between seductive joy and violent wrath in an instant. Though they may appear playful or inviting, their mood can shift to lethal aggression without warning, especially if their rituals are interrupted or their god disrespected.
Habitat
They dwell in untamed forests, mountain glades, and hidden valleys, especially those touched by divine or fey magic. Sacred groves, ancient stone circles, and wine-soaked altars mark their presence. They avoid civilization but are known to descend upon villages during festivals, lured by music and revelry.
Modus Operandi
Maenads hunt and defend in frenzied packs. They enchant with music and dance, luring the unwary into their rituals. Once entranced, intruders may be forced to join the dance—until they collapse or are torn apart in a ritualistic sparagmos (dismemberment). Armed with thyrsi (staffs wrapped in ivy), claws, or sheer brute strength, Maenads strike fast and unpredictably. Magic-users beware—they are often resistant to charm or fear.
Motivation
Maenads are driven by the need to worship Dionysus (God of madness and ecstasy) through ritualistic celebration, intoxication, and violent liberation. They seek to shatter control, convention, and order, reveling in divine madness. Intruders may be seen as threats—or vessels for the god’s will.
As a bonus action, the maenad enters a divine trance for 1 minute or until incapacitated. While frenzied:
She deals an additional 1d6 psychic damage with melee weapon attacks.
She has advantage on Dexterity (Acrobatics) and Charisma (Performance) checks.
At the start of each of her turns, each creature within 10 feet must make a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Ecstatic Dance (1/Short Rest)
While in Fey Frenzy, the maenad may use an action to perform a frenzied, divine dance. Each creature of her choice within 30 feet that can see her must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute.
While charmed in this way, the creature is compelled to dance in place (its speed becomes 0), and it can’t take reactions. The effect ends early if the creature is attacked or forced to make another saving throw. On a success, the creature is immune to this ability for 24 hours.
Unarmed Ecstasy
Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 9 (1d10 + 4) bludgeoning damage plus 4 (1d8) psychic damage. If the target is charmed or frightened, it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.
Thyrsus Bash (Magic Weapon)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 11 (2d6 + 4) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Tactical Overview
Maenads are chaos incarnate—glorious, ecstatic, and terrifying. They open combat with Hypnotic Pattern or Ecstatic Dance to disable the battlefield, then activate Fey Frenzy to boost their attacks and debuff nearby enemies. They target the charmed and frightened with Unarmed Ecstasy, leveraging stun effects to isolate threats. They’re mobile, dangerous in groups, and devastating in terrain they control.
Optional: Legendary Actions (Solo or Elite Variant)
The maenad can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The maenad regains spent legendary actions at the start of her turn.
Dizzying Spin. One creature within 10 feet must succeed on a DC 15 Constitution saving throw or fall prone and have disadvantage on attack rolls until the end of its next turn.
Whispers of Dionysus. The maenad murmurs a mystic phrase. One creature within 30 feet that can hear her must make a DC 15 Wisdom saving throw or be charmed until the end of its next turn.
Optional: Lair Actions (Sacred Grove, Moonlit Ritual Site)
On initiative count 20 (losing ties), the maenad’s lair takes a lair action:
Grasping Vines. Roots erupt from the ground. Each enemy of the maenad in the lair must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.
Wine Vapors. A mist of intoxicating fumes fills a 20-ft. radius. Creatures that start their turn in the area must succeed on a DC 14 Constitution saving throw or be poisoned until the start of their next turn.
Reveler’s Cry. Ethereal laughter and music fill the air. All enemies in the lair have disadvantage on saving throws against being charmed until the end of the round.
Medium monstrosity, chaotic evil ________________________________________________________________________________ Armor Class 17 (natural) Hit Points 127 (15d8 + 60) Speed 30 ft. ________________________________________________________________________________ STR 19 (+4) DEX 18 (+4) CON 20 (+5) INT 13 (+1) WIS 16 (+3) CHA 18 (+4) ________________________________________________________________________________ Saving Throws Dex +7, Wis +6, Cha +7 Skills Deception +7, Insight +6, Perception +6 Damage Resistances fire, poison; bludgeoning, piercing and slashing Senses darkvision 60 ft., passive Perception 16 Languages Common, Sylvan Treasure – Challenge 8 (3,200 XP) ________________________________________________________________________________
Madness. A maenad is constantly in a frenzy, providing it with advantage on mental saving throws and resistance to physical damage. Calm emotions or similar effects fail to affect it.
Multiattack. The maenad makes three attacks: two with its claws and one with its bite.
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 16 Constitution saving throw, taking 17 (5d6) poison damage and becoming Poisoned on a failed save, or half as much damage on a successful one. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dance Any creature within 60 ft. viewing the maenad dancing around must succeed on a DC 15 Wisdom saving throw or become confused. Each creature that becomes confused heals the maenad 1d10 points of damage, granting any additional hit points as temporary. The affected creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails ten saves in a row, it becomes confused for an hour.
Feast The maenad conjures a supernatural feast. Any creature eating from the feast gains advantage on Strength and Constitution based rolls, immunity to fear, and disadvantage on Wisdom based rolls. The feast also heals creatures 1d10 hit points for every round they spend eating from it. These benefits last 12 hours, during which the following flaw is gained: I sate my urges immediately and in the most violent and lustful manner possible.
Maenads are worshippers of Dionysus. The word literally translates as “raving ones”. Known as wild, insane women who cannot be reasoned with Dionysus inspires the women to ecstatic frenzy; they indulge in copious amounts of violence, bloodletting, sex and self-intoxication and mutilation. Thet wear crowns of vine leaves, clothes of fawnskins and carry the thyrsus, whilst dancing with the wild abandonment of complete union with primeval nature.
Traveling in small troupes to large bands, these are entities infused with the spirit of a Dionysus revel. They are debauched creatures that roam the lands searching for others to lure into their frenzied dance. Creatures that spend too much time among the Maenads tend to forget their past and become Maenads.
Bacchae are entities infused with the spirit of a Bacchanalian revel. They are debauched creatures that roam the planes, luring others into their frenzied dance. They are erratic beings that can go from friendly revelers to dangerous combatants in a moment.
Most bacchae look like normal humans, but with a feral gleam in their eye. Although they are attractive beings, bacchae of human appearance are typically dirty and disheveled. Others are satyr like in appearance. Their tunics and laurel crowns are stained with dirt, wine and blood. They carry large tankards of beer, jugs of wine, and a variety of Musical instruments.
Most people encounter bacchae out in the wilderness. They never stay in one Spot for long, descending upon a location like the wind and leaving destruction and chaos in their wake. From time to time, a band of bacchae shows up in a civilized area, bringing revelry and discord. Commoners usually delight in the chance to let loose, but authority figures fear and despise bacchae, seeing them as forces of anarchy and revolution.
Anyone who revels with the bacchae risks becoming one as well. Over the course of a long evening of dancing, drinking, and carousing, the spirit of Dionysus may take over the beguiled individual and transform him or her into a new member of the band.
Troupe (6 -11), mob (12 -20 plus 1 -2 satyrs), or revel (21 -30 plus 2 -4 satyrs and 4 -6 centaurs)
Challenge Rating
2
Treasure
–
Alignment
Always chaotic neutral
Advancement
3 -4 HD (Medium-size)
Combat
Rode, Bernhard Baccantin 1785
Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and song. The revelers do not hesitate to use Charm Person or emotion to magically compel revelry from anyone who does not wish to join their debauchery. Only when people resist their magical abilities or seek to interfere with the revel do the bacchae turn ugly and fall on their hapless victims with physical attacks.
Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon. They disdain weapons for their bare hands. Those that are not involved in melee combat hurl rocks, tankards, bottles and other loose items that happen to be nearby.
Debauch (Su): Bacchae try to draw strangers into their perpetual revel,eventually converting them into bacchae themselves.Anyone who joins a band of bacchae in their debauchery,whether voluntarily or through the beguilement of the bacchae’s spell-like abilities,must make a Will save (DC 10 +1 per 3 bacchae engaged in the revel,to a maximum DC of 20 for a band of 30 bacchae)or lose all track of time and start carousing alongside the bacchae.
A victim ensnared by the bacchae’s debauchery will not willingly leave the mob.At the next sunrise,the victim must make a second Will save. If successful,the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again.If the debauched character fails the save,the character becomes a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae ,and fights against former allies as part of her bacchae mob.The character can be restored by heal,limited wish, miracle,or wish .
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy,raging like a barbarian. For 7 rounds,the bacchae gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class.
The following changes are in effect as long as the rage lasts :HD 2d8+6 (15 hp);AC 14, touch 9, flat-footed 13; Base Attack/Grapple +4/+6 ;Full Attack 2 claws +6 melee,or rock +3 ranged;Damage claw 1d4+4,rock 1d6+5; SV Fort +9,Will +4; Strength 18,Constitution 19; Jump +12. A bacchae can fly into a rage once per encounter.
At the end of the rage,the creature is fatigued (-2 Strength,-2 Dexterity, can’t charge or run) for the duration of the encounter.
Rend (Ex): If a bacchae hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+3 points of damage (2d4+6 points if the bacchae is raging).
Outsider Traits: Bacchae have Darkvision (60-foot range).They cannot be raised or resurrected (though a wish or miracle spell can restore life).
Bacchae Society
Bacchae travel in groups and are never found singly. A bacchae band can see no purpose or need beyond its own revelry. While bacchae are rarely cruel or malevolent, they can be exceedingly careless of other people’s property and lives.
Bacchae are on good terms with all sorts of fey, such as dryads, satyrs, and sprites, centaurs and hardier elves (usually wild elves) are also common members of bacchae revels. Most other beings are considered ‘fair game’ for the bacchae to taunt, challenge, drink with, or kill out-right. Musicians, brewers, and vintners are usually spared their wrath, however.
Bacchae take a dim view of any authority figure or group that tries to impose any sort of rules on their debauched lifestyle. They are staunch opponents of lawful beings of all kind and, as a result,are hunted by such organizations wherever they go.
Bacchae Characters
The bacchae’s revelry forms their sole,all-consuming activity. They simply don’t give it up for any reason or cause. Thus, they lack the ambition or discipline to pursue any character class.In most campaigns, bacchae are unsuitable as player characters.
Bacchae and Deities and Demigods
If you are using the Olympian pantheon presented in Deities and Demigods, bacchae are devotees of Dionysus.Their native plane in the Olympian cosmology is, naturally, Olympus.
Armor Class 16 (natural armor, enchanted skin) Hit Points 126 (18d8 + 36) Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
14 (+2)
12 (+1)
15 (+2)
20 (+5)
Saving Throws Wis +6, Cha +9 Skills Performance +9, Religion +5, Insight +6, Deception +8 Damage Resistances Psychic, Radiant; Bludgeoning from nonmagical attacks Condition Immunities Charmed, Frightened Senses Darkvision 60 ft., Passive Perception 12 Languages Common, Elvish, Sylvan, Infernal Type Fey
Innate Spellcasting
The High Priestess’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can cast the following spells innately, requiring no material components:
As a bonus action, the High Priestess channels the madness of Dionysus. For 1 minute, she gains the following effects:
Her charm-based spells and features affect creatures immune to charm (though such targets have advantage on their saving throws).
She emits a 30-foot aura of ecstasy. Creatures that start their turn in the aura must succeed on a DC 17 Wisdom saving throw or become charmed until the start of their next turn. While charmed this way, they are incapacitated, dancing in place.
Her melee attacks deal an additional 1d6 radiant damage.
Twisting Revelation (1/Short Rest)
As an action, the High Priestess reveals a divine vision of beauty and madness. Each creature of her choice within 30 feet must make a DC 17 Wisdom saving throw:
On a failed save, a creature takes 33 (6d10) psychic damage, is blinded until the end of its next turn, and frightened for 1 minute.
On a successful save, a creature takes half damage and isn’t blinded or frightened.
A frightened target can repeat the save at the end of each of its turns, ending the effect on a success.
Enthralling Touch
Melee Spell Attack: +9 to hit, reach 5 ft., one target Hit: 12 (2d8 + 3) psychic damage. The target must succeed on a DC 17 Charisma saving throw or be charmed until the end of its next turn.
Thyrsus of Revelation (Magic Weapon)
Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) radiant damage. If the target is charmed or frightened, it must make a DC 15 Wisdom saving throw or fall prone and become incapacitated until the end of its next turn.
Legendary Actions (Optional: Solo Boss Version)
The Maenad High Priestess can take 2 legendary actions, choosing from the options below. Only one option 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.
Disorienting Whisper. A creature within 30 feet must make a DC 17 Wisdom saving throw or have disadvantage on its next saving throw and attack roll.
Dance With Me. Forces one creature within 60 feet to make a DC 17 Charisma saving throw or use its reaction to move up to 10 feet closer and fall prone.
Illusory Mask (Costs 2). The Priestess becomes invisible until the start of her next turn or until she attacks or casts a spell.
Tactical Overview
The Maenad High Priestess is a charismatic spellcaster and manipulative battlefield controller who commands lesser Maenads or cultists. She prefers to disorient, charm, and isolate foes, breaking formations with illusions and charm magic before delivering devastating psychic or radiant blows.
Opens with Hypnotic Pattern or Dispel Magic to control the battlefield.
Activates Ecstatic Communion early to bypass charm immunity and disrupt enemy plans.
Follows up with Twisting Revelation in a crowd of weakened or charmed enemies.
Focuses on controlling leaders and forcing melee characters to waste their turns dancing or falling prone.
Retreats behind cultists or terrain, using Illusory Mask and mirror image to evade damage.
Optional: Lair Actions
In her sacred temple or ritual grounds, the High Priestess can invoke the following effects on initiative count 20:
Waking Visions. Illusory vines and shadows flood a 20-foot-radius area. Enemies inside must make a DC 17 Intelligence saving throw or be blinded and deafened until the end of their next turn.
Blood-Wine Rains. Enemies in a 30-ft. radius must succeed on a DC 15 Constitution saving throw or fall poisoned and intoxicated (they have disadvantage on attack rolls and Dexterity checks) until the end of their next turn.
Reverent Chant. A haunting melody echoes across the battlefield. Enemies in the lair have disadvantage on saving throws against charm until the start of the next round.