Summerlands Wayfarer

The Summer Lands are said to be beautiful enough to ruin a mortal's judgment. Their roads shimmer, their orchards sing, and even hunger feels like a promise. The Summerlands Wayfarer is one of the lands' oldest wardens, though no one agrees on what it wards against. Some say it protects the roads from winter spirits. Others insist it protects the Summer Lands from travelers who would carry too much of the mortal world in their boots. In truth, it does both, and neither with mercy. It walks until it finds someone lost in delight, then offers the one thing the Summer Lands never give for free: a way through.

Mediumfey(Fey)CR Hardneutral evil

Summerlands Wayfarer

feysolsticeroad guardianheatsunlightcontrollermobilesummer lands
HP123AC16SPDWalk 30 ft., Fly 40 ft. (hover) in bright light or magical sunlight onlyCR7 (2,900 XP)NaturePerceptionPersuasionStealth
STR
10
DEX
16
save
CON
20
save
INT
14
WIS
12
save
CHA
18
Fey Resilience. The wayfarer has advantage on saving throws against being blinded, deafened, paralyzed, petrified, or stunned.
Sunlit Drift. While in sunlight or bright magical illumination, the wayfarer can take the Disengage action as a bonus action and has advantage on Dexterity (Stealth) checks made to hide in natural vegetation.
Midsummer Aura. A creature that starts its turn within 10 feet of the wayfarer in bright light must succeed on a Wisdom saving throw or have its speed reduced by 10 feet until the start of its next turn. A creature that succeeds is immune to this aura for 24 hours.
Sun-Scythe. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () radiant damage plus 7 () fire damage. If the target is in sunlight or bright magical illumination, it must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Heat Haze Lance. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 18 () radiant damage, and the target cannot take reactions until the start of the wayfarer's next turn.
Midsummer Breath. The wayfarer exhales a wave of dry, sweet heat in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 27 () fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save also has its speed reduced by 10 feet until the end of its next turn.
Scorching Sidestep. When a creature the wayfarer can see misses it with a melee attack, the wayfarer halves the attacker's speed until the end of the attacker's next turn as heat blurs the air around their legs.
Drift. The wayfarer moves up to half its speed without provoking opportunity attacks. This movement can be made in bright light or through areas of heat shimmer without penalty.
Kindly Detour (Costs 2 Actions). One creature the wayfarer can see within 30 feet must succeed on a Wisdom saving throw or become charmed until the end of its next turn. While charmed this way, the creature cannot willingly move closer to the wayfarer.
Summer Burst (Costs 3 Actions). The wayfarer casts Midsummer Breath if it is not already recharging. If the breath weapon is unavailable, it instead uses Heat Haze Lance twice.
Cantrips
Innate Spellcastingvaries The wayfarer can cast the following spells, requiring no material components: at will, druidcraft, light, thaumaturgy; 3/day each, entangle, scorching ray, misty step; 1/day each, daylight, plant growth.
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