Summer Lands Wayfarer

In the Summer Lands, roads are never merely roads. They are bargains, memories, and invitations laid over the earth by sunlight. The Summer Lands Wayfarer is one of the oldest of these bargains given shape. It remembers every promise ever made at a crossroads and every traveler who accepted help from the wrong hand. Some say it was once a mortal pilgrim who begged the season for mercy and was answered too well. Others claim it is the road itself, walking on borrowed grace. Whatever its origin, it appears when the land is warm enough to tempt the unwary and lonely enough to make kindness feel like salvation.

Mediumfey(fey)CR challengingneutral evil

Summer Lands Wayfarer

feysummermiragecontrollerdeceiverroad-hauntradiant
HP136AC17SPDwalk 40 ft., burrow 0 ft., fly 30 ft. (hover, only through sunlight or open sky)CRchallengingDeceptionInsightPerceptionPersuasionStealthSurvival
STR
10
DEX
18
save
CON
18
INT
14
WIS
15
save
CHA
20
save
Innate Trickery. The Wayfarer has advantage on saving throws against being charmed or frightened, and magic cannot force it to tell the truth while it can speak.
Slip the Road. The Wayfarer can move through a space as narrow as 1 inch wide without squeezing if the passage is made of plants, sunbeams, or hanging cloth.
Sweet Deception. If a creature starts its turn within 10 feet of the Wayfarer and is charmed by it, that creature takes 7 () radiant damage as the lie becomes painfully beautiful.
Sunlit Touch. Melee Spell Attack: to hit, reach 10 ft., one target. Hit: 18 () radiant damage, and the target must succeed on a Wisdom saving throw or be charmed until the end of its next turn. While charmed this way, the target's speed is reduced to 0 as sunlit vines briefly bind its feet.
Heat-Haze Lance. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () fire damage, and the target cannot take reactions until the start of its next turn.
Blinding Noon. The Summer Lands Wayfarer exhales a dazzling burst in a 20-foot cone. Each creature in that area must make a Constitution saving throw, taking 21 () radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also blinded until the end of its next turn. Once it uses this action, it cannot use it again until the start of its next turn.
Mirage Slip. When a creature the Wayfarer can see targets it with an attack, the Wayfarer imposes disadvantage on that attack roll by dissolving into a burst of shimmering heat and stepping 10 feet to an unoccupied space it can see. It must be able to see the attacker.
Roadstep. The Wayfarer moves up to half its speed without provoking opportunity attacks.
False Direction (Costs 2 Actions). One creature the Wayfarer can see within 30 feet must succeed on a Wisdom saving throw or be compelled to use its reaction, if available, to move up to its speed in a direction of the Wayfarer's choice that is not obviously self-destructive.
Summer Mirage (Costs 3 Actions). The Wayfarer casts Blinding Noon if it is available, or otherwise creates a wave of heat haze in a 15-foot-radius sphere centered on a point it can see within 60 feet. The area becomes lightly obscured until the start of the Wayfarer's next turn.
Cantrips
minor illusionIllusion Creates a harmless sensory mirage used to hide a path, a resting place, or its own movement.
1st level
entangleConjuration Creates difficult terrain from creeping summer growth and bright roots in a 20-foot square.
3rd level
major imageIllusion Projects a false but convincing road, gate, or oasis.
4th level
greater invisibilityIllusion Summons a dazzling, oppressive heat shimmer that makes it hard to target the Wayfarer.
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