Summary
- Feywild encounters should be whimsical and occasionally creepy.
- Be cautious of traps and deception in the Feywild, most NPCs you’ll find there are wily and crafty.
- Watch out for different time mechanics, as time moves differently in the Fey realm than it does in the material plane.
The Feywild is one of the most enigmatic locales in Dungeons & Dragons. It functions primarily as a fun-house mirror version of the material plane, filled with all manner of wily creatures and mysterious phenomena. When traversing this unusual plane of existence, it’s a good idea to watch your step.

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Prepare for a journey into The Feywild.
If you’re planning on running a campaign where players traverse the Feywild, you’re going to need random encounters to fill sessions with. Feywild encounters should be whimsical and occasionally a bit creepy. If you’re wondering where to start, we’ve got you covered with this list. Here are some random encounters for the Feywild.
10
A Hag’s Bargain
Type Of Encounter |
Creatures Involved |
---|---|
Social Interaction or Combat |
Hags and Lycanthropes |
While traversing a shadowy glade deep within the mysterious Feywild, the party stumbles across a hag’s hovel, nestled in the crook of a gnarled tree. The hag beckons them inside, warning that lycanthropic fey creatures lurk about at night. The party agrees and enters.
However, once inside, they realize that the hag’s warning was actually a trap. Lycanthropes now have the hovel surrounded. The hag can remove them, but only if the party has something worth trading for. Otherwise, the party must fight their way out of the hovel.
9
The Dryad’s Plea
Type Of Encounter |
Creatures Involved |
---|---|
Social Interaction |
Dryads |
The party finds a large meadow. In the center of this meadow, they see a dryad quietly weeping. If the party approaches her, they’ll discover that she has been separated from her family and needs to be reunited with them.
However, intelligent party members may know that dryads are often wily, slippery creatures. Should the party trust the dryad and her plea for help? Or is it possible that she is just a lure for something even more sinister waiting in the tree line?
8
Riddles With Feyfolk
Type Of Encounter |
Creatures Involved |
---|---|
Puzzle |
Pixies |
The party hears tells of a fabled sword guarded by pixies deep in the Feywild. Once they arrive at the location of the treasure, they are greeted by a swarm of pixies who all speak in unison. The pixies tell the party that if they attack, the sword will be transported to another part of the Fey realm, lost to them forever.

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The only way to get the sword is to solve a series of riddles. If the party is cunning or clever enough, they may just get the sword after all, without the need for violence.
7
The Satyr’s Soirée
Type Of Encounter |
Creatures Involved |
---|---|
Roleplay or Combat |
Satyrs |
As the party sleeps around the campfire one night, one member of the group is charmed by a satyr, leading them far away from the rest of the team. Have your party roll perception checks. Whoever rolls the highest wakes up and can see this event occur.
If the party pursues the missing party member, they’ll find that they have been led to a boisterous soirée hosted by a group of satyrs. However, it’s unclear if the party are actually welcome guests, or if perhaps this soirée might have a sacrificial element at play.
6
Feydark Fungi
Type Of Encounter |
Creatures Involved |
---|---|
Environmental Trap |
Fey Flora |
The Feydark is the Feywild’s version of the Underdark in the material plane. Should the party choose to explore its mysterious caverns, have them discover a bed of large, unusual-looking fungi. The mushrooms glow temptingly as they approach.
However, the party may soon discover that these fungi are actually poisonous! They begin releasing spores that inhibit the party’s ability to escape, causing their limbs to flail about. The party must find a way to end the effect, either through Constitution saves or other means.
5
Caught In Herne’s Hunt
Type Of Encounter |
Creatures Involved |
---|---|
Chase or Social Interaction |
Herne the Hunter |
Herne the Hunter is a legendary figure in the Feywild, a tall human with the antlers of a stag. One day, while the party combs through a dense forest, they begin to hear triumphant horns. It turns out they’re smack-dab in the middle of Herne’s latest hunting drive.

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The party must escape Herne and his hunting party, which is surrounded by various other creatures being hunted for sport. If all else fails, they can try to persuade him to call off the event, though the party may have to prove themselves worthy of mercy.
4
The Bad Bog
Type Of Encounter |
Creatures Involved |
---|---|
Environmental Trap |
Sentient Quicksand |
If you thought swamps on the material plane were bad, you’ve never been to a Feywild bog. While traveling through a dank and dark bog, the party discovers that the ground beneath their feet isn’t so solid after all – they’re on magical Fey quicksand!
Quicksand in the Feywild may act differently than quicksand in the material plane. For example, the sand might cause a charm effect on certain players. Or, perhaps the party might discover that they can talk to the quicksand and negotiate their way out.
3
The Executioner’s Hood
Type Of Encounter |
Creatures Involved |
---|---|
Combat |
Executioner’s Hoods |
The party takes it upon themselves to explore a shadowy Fey ruin hunting for treasure. As they do so, they begin to see things out of the corners of their eyes – did those shadows just move?
Should they trespass long enough, the party will be attacked by Executioner’s Hoods! These are shadowy Fey creatures that resemble a real-life executioner’s hood and latch themselves onto the heads of unsuspecting adventurers.
2
Through The Portal
Type Of Encounter |
Creatures Involved |
---|---|
Puzzle and Social Interaction |
NPCs |
If your party is preparing to leave the Feywild, consider this next encounter closely. While heading back to the Fey gate they traveled through, the party finds a small child who is missing their mother. While the party can go back through the gate they went through; the child informs them that they have come through a different gate, much farther away.

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While you can always roll a d20 to determine how time has passed in the Feywild (one of this plane’s planar effects), consider beseeching the party to take the long way around and bring the child back through the gate they traveled through rather than their own. Clue the party into the fact that, should they reunite the child with their mother, time will not prove so slippery when they return to the Material Plane.
1
Echoes Of Laughter
Type Of Encounter |
Creatures Involved |
---|---|
Chase or Social Interaction |
Sprites |
One night, as the party is telling stories around the fire, they are approached by a comical sprite, who tells them jokes. Whichever party member laughs first, have the sprite cast a spell to steal that party member’s laugh. If the player tries to laugh again, they fail.
The sprite then runs off with their laugh. The party must fell the sprite or bargain for the return of their friend’s laugh. Otherwise, nothing will ever prove funny again to the unfortunate player-character.

Dungeons and Dragons
- Original Release Date
-
1974
- Designer
-
E. Gary Gygax, Dave Arneson
- Player Count
-
2+