Fihyr Small aberration, chaotic evil Armor Class 13 Hit Points 21 (6d6) Speed 30 ft. Str 7 Dex 13 Con 10 Int 5 Wis 12 Cha 7 Skills Stealth +5 Senses darkvision 60 ft. passive Perception 11 Languages - Challenge 1/2 (100 XP) Sunlight Hypersensitivity. The fihyr takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The fihyr uses its Frightful Presence. It then makes a bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Frightful Presence. Each creature of the fihyr's choice that is within 30 feet of the fihyr and aware of it must succeed on a DC 10 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Presence of all fihyr (but not greater fihyr) for the next 24 hours.
Greater Fihyr Medium aberration, chaotic evil Armor Class 17 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft., fly 50 ft. (hover) Str 11 Dex 19 Con 14 Int 14 Wis 15 Cha 15 Skills Stealth +7 Senses darkvision 60 ft. passive Perception 12 Languages - Challenge 5 (1800 XP) Sunlight Sensitivity. While in sunlight, the fihyr has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The greater fihyr can use its Frightful Presence. It then makes 1d4+1 bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Frightful Presence. Each creature of the fihyr's choice that is within 30 feet of the fihyr and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, or the effect ends for it, the creature is immune to the Frightful Presence of all fihyr and greater fihyr for the next 24 hours. Superior Invisibility. The fihyr magically turns invisible until it attacks or its concentration ends (as if concentrating on a spell). Any equipment the fihyr wears or carries is invisible with it.
Fihyr are the collected fears of humanoids made corporeal. These creatures were once thought to be related to beholders, but in fact there is no connection between the two kinds of monsters aside from a superficial resemblance.
As the remnants of hundreds of people’s nightmares swirl through the ether, they somehow combine with leftover magical power and coalesce into these physical monsters. A few random dream images aren’t enough; it takes the strong emotional energy o f mass of people under duress to spawn a fihyr. The right combination of conditions is most often found in cities that are under siege, or being terrorized by monsters, or suffering from famine, civil war, or other mass trauma.
Greater fihyrs are larger, more intelligent, and much more dangerous than the smaller variety. A greater fihyr forms when a number of small fihyrs combine.
All fihyrs have the same general appearance; the two kinds differ mainly in size. A fihyr is a roughly spherical blob of soft tissue and pulsating gray matter, much like a gigantic brain with a partial layer of skin stretched over it. The body of a fihyr is about 2 feet in diameter; that of a greater fihyr is closer to 7 feet. Two large tentacles hang below the body and serve as the creature’s legs. A mass of much smaller, constantly writhing and twining tentacles projects from its body; these help it maintain its balance. Numerous mouths and eyes are placed at random along the “front” side of the creature’s body. The eyes are a startling gold color with horizontal black pupils, and the mouths are lined with needle-sharp teeth. The mottled skin of a fihyr runs the full spectrum of colors, but always in dull, sickly shades. An oily sheen covers the surface of the creature’s body.
Fihyrs rarely survive beyond the night of their formation, and they never leave the troubled area that spawned them. Greater fihyrs, on the other hand, survive until slain. They have been known to wander for hundreds of miles, from one tormented spot to another, feeding on the fear and despair of the inhabitants.
Originally from the 3.0 Edition Monster Manual II. They’re an interesting monster I never really found a use for, plus the original greater fihyr was supposed to be CR 15 but this book’s balancing was absolutely awful and it definitely didn’t earn that level. If you like this post, consider following my Patreon to get access to content like this a week ahead of everybody else, plus updates on other projects I’m working on!















