Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Coin-Sith

Medium fey, neutral

Armor Class 13 (natural armor); 17 while invisible (attackers have disadvantage)

Hit Points 22 (4d8 + 4)

Speed 50 ft.

STRDEXCONINTWISCHA
16 (+3)16 (+3)13 (+1)10 (+0)14 (+2)8 (−1)

Skills Perception +4, Stealth +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 14

Languages understands Sylvan but cannot speak

Challenge 2 (450 XP)   Proficiency Bonus +2

Traits

Fey Invisibility. The coin-sith can turn invisible or visible as a bonus action. This invisibility is keyed to mortal creatures — other fey and creatures with truesight can perceive the coin-sith normally. Unlike magical invisibility, this ability does not end when the coin-sith attacks. While invisible, attack rolls against the coin-sith have disadvantage.

Keen Hearing and Smell. The coin-sith has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Loyal Guardian. The coin-sith cannot be magically compelled to act against its doaine sidhe master. It is immune to the charmed condition while its master is within 1 mile.

Pack Tactics. The coin-sith has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.

Verdant Glow. When visible in darkness, the coin-sith’s eyes and tongue shed dim green light in a 10-foot radius. Creatures that can see it and have not previously encountered one must succeed on a DC 12 Wisdom saving throw or be frightened of it until the end of their next turn.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Bonus Actions

Fey Step. The coin-sith toggles its Fey Invisibility.

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Updated on March 27, 2026