A second Spriggan with the species abilities:
Creature Type: Humanoid, Seelie Ylfe
Size: Medium (~260 cm | ~8.5 feet)
Age: Once they reach adulthood, Spriggan cease to age. Like all the Ylfe, their species can live forever if no major harm befalls them.
Diet: Plant-based.
Common Appearance: Heavy chitinous carapace shell (with wings hidden inside). Many Spriggan have horns and/or antennae. Spriggan are visually based on beetles
Ability Score Increase: +2/+1 Any (by Tasha’s Rules) or +2 Wis/+1 Con (By Classic Rules). Ignore this point for ‘24 Rules.
Heavy Flight: Short, insectile wings allow you to perform heavy flight over short distances. You gain a flight speed equal to your walking speed. However, your flight produces a low, vibrating sound that can be heard clearly within 100 feet from you, and faintly heard out from another 100 feet. The flight speed has no effect if you are wearing heavy armor. They may, however, wear medium armour.
Chitinous Armor: You have +1 to AC regardless of the armor type you are wearing
Carved Sigils: You choose a hard flat surface no larger than 1x1 feet, for example a rock, a wall, your shell. Spending 1 minute/10 full turns, you can carve a sign that is readable only by the creature type of your choice (ylfe, humans, townsfolk). The sign can contain a message of up to 10 words and contains emotional charge of your choice. Regardless of where you are, you know your approximate location relative to the sign. The marking is visible to all the creatures with eyes and/or sensitive to magic. It can easily be removed or destroyed. If it gets destroyed, the message can no longer be read and you can’t navigate towards it.
Green Warden: As an action, you can detect the presence of any plant or fungus within range (proficiency score x 10 squares). The plant has to be alive and healthy. Upon casting the ability, you learn the location and the approximate amount of plants within range. When you consume a fragment of such a plant, you can see what has been happening in its vicinity for the past hour, as if you were standing in its place.
Faerie’s Circle: By spending 10 minutes, you carve a magic circle into the ground. The area can’t be larger than 10 feet radius, but no smaller than 5x5 feet. As soon as you finish, the edges of the carving immediately overgrow with mushrooms, flowers, or any other type of plant of your choice. Regardless of the form, the circle visually stands out from its surroundings, emanating a magical aura and lasting for the next 7 days. If any creature (except for Beasts, who are immune) enters the circle, it must make a Wisdom saving throw against your spellcasting DC, or (8 + Proficiency + Cha/Int/Wis) if you wield no magic. On a failed save, the unfortunate being immediately gets lost for 24 hours. Your target:
Cannot point out directions, even with a map or compass
Makes all Survival checks with disadvantage
Cannot memorize new landmarks.
If they try to recognize a road, place, or landmark they have seen before, they have to make a History check with disadvantage
If they start a journey while affected by the power of your circle, they move in a random direction, mistakenly convinced that they know the right way
Every Spriggan also gains following traits from Seelie creature type:
Dark Materials: Ylfe are not native to our world and have a natural aversion to metal. Under no circumstances can they willingly come into physical contact with any object made of this material. If a metallic object touches flesh of the Ylfe, they immediately become Frightened of it and remain so, until the physical contact with metal stops
Creeping Shadow: The Seelie fear the shadows, and if they are in absolute darkness for too long, their body and mind begin to suffer. For each six hours spent in total darkness or in the Shadowfell, you gain 1 Exhaustion Point. Yet, you cannot get lost in Feywild without a direct magical influence. You do not suffer any negative consequences from Dark Materials or Creeping Shadow while in this plane.
Light of the Paths: Every Seelie learns the Light cantrip and can cast it without material components, summoning a light that lasts for 24 hours, even if the caster becomes unconscious.
Luminous Court: You can expand your mind to connect with your home realm, the Feywild. By spending one 1 minute concentrating, you can sense other Seelies, and all the creatures/objects from the Feywild within a 100ft (~30 meters) radius. You can use this ability the number of times equal to your proficiency bonus.