Tiny fey, chaotic evil
Armor Class 17 (natural armor)
Hit Points 165 (30d4 + 90)
Speed 60 ft.
Saving Throws Dex +9
Skills Nature +6, Perception +5, Stealth +9, Survival +5
Damage Vulnerabilities fire
Damage Immunities cold
Condition Immunities exhaustion
Senses , darkvision 120 ft.,passive Perception 15
Languages Common, Sylvan
Challenge 9 (5,000 XP)
Dance of Disaster. By chaotically capering about for 10 minutes, the forvirskrípi unleashes one of the following effects on a space it can see for as long as it continues dancing. It must concentrate (as if it were concentrating on a spell) to keep dancing.
- Falling Ice. The forvirskrípi conjures fierce winds that crash icicles onto an area with a 20-foot radius. All creatures and objects in this area must make a DC 14 Dexterity saving throw, taking 9 (2d8) bludgeoning damage plus 9 (2d8) piercing damage and fall prone, or half as much damage on a successful one.
- Sinking Crevasse. The forvirskrípi isolates a snowy hill and shifts the weight of it beneath the feet of travelers, breaking open a fissure that swallows everything nearby! The forvirskrípi chooses an area with a 15-foot radius that it can see to place the sinking crevasse. When a creature enters the area, it must make a DC 14 Dexterity saving throw, falling 1d4 x 10 feet into the fissure on a failed save. At the start of the forvirskrípi’s turn, the fissure widens 5 feet in all directions, to a maximum radius of 15 feet. All creatures within the crevasse as it expands must make a DC 14 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save.
- Snow Slide. The forvirskrípi shrieks at the top of its lungs, causing an avalanche to roll through the area in a 30-foot line that moves 30 feet downhill each round at the end of the forvirskrípi’s turn. If the avalanche touches a creature, it must make a DC 14 Strength or Dexterity saving throw (target’s choice). On a failed save, it takes 2 (1d4) cold damage plus 5 (2d4) bludgeoning damage and is restrained as it rolls down the hill with the snow. At the start of each of its turns, a creature restrained by the avalanche 2 (1d4) cold damage plus 5 (2d4) bludgeoning damage. As an action, it can make a DC 14 Dexterity check, escaping the avalanche on a success. A creature restrained in the avalanche when it stops moving is buried, and takes 2 (1d4) cold damage at the start of each of its turns until it or another creature makes a successful DC 14 Strength check as an action to dig itself out.
Evasion. If the forvirskrípi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the forvirskrípi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. forvirskrípi throws three wicked iceballs.
Frenzied Dance (Recharges on a Short or Long Rest). The forvirskrípi unleashes one of the effects of its Dance of Disaster. The effect lasts as long as it concentrates (as if it were concentrating on a spell), up to 1 minute.
Wicked Iceball. Ranged Weapon Attack: +9 to hit, range 50/100, one target. Hit: 6 (1d6 + 5) bludgeoning damage plus 7 (2d6) cold damage and 7 (2d6) force damage.
Uncanny Dodge. When an attacker that the forvirskrípi can see hits it with an attack, the forvirskrípi can use its reaction to halve the attack’s damage against it.
There is nothing more satisfying for a forvirskrípi than to caper about mountaintops, dooming hiking travelers until winter comes and the urge for chaos guides their accursed little hands to inflict widespread suffering by plaguing whole regions with natural disasters. Most kingdoms have standing bounties for the mischievous fey’s furry, lanky, crimson hides but their capriciousness is matched only by their malevolence—hunters trek up the slopes with full quivers and courageous hearts never to return, losing the trail of their would-be prey before being cut-off from escape by an avalanche or rockslide.
Capturing or killing a forvirskrípi is a dire task and appeasing them has saved several villages from peril, though the creature’s fickle will can make placating it just as difficult. Settlements able to afford it make offerings of all kinds, loading wagons with rare goods and exotic gifts in hope of receiving merciful safety. A maddened few seek out the lairs of these fey knowing that there are treasures aplenty in what’s left over after a forvirskrípi has picked over a tribute—to the peril of anyone living nearby. Whether or not it cared for what has been taken, the wrath of a forvirskrípi that has been stolen from knows no bounds.