The Silent Folk of Plesse
Small fey, Neutral
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 25 ft., burrow 25 ft.
STR 10 (+0) · DEX 14 (+2) · CON 12 (+1) · INT 10 (+0) · WIS 14 (+2) · CHA 12 (+1)
Skills Insight +4, Stealth +4
Gear Wooden club, pouch containing raw, unpolished gemstones (worth 25 gp)
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish, Sylvan (understands but rarely speaks)
Challenge 1/4 (50 XP)
Traits
Earth Glide. The Silent Folk can burrow through nonmagical, unworked earth and stone. While doing so, they don't disturb the material they move through.
Actions
Club. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Bludgeoning damage.
Curse Livestock. Magic Attack: +4 to hit, range 30 ft., one Beast target. Hit: 5 (1d6 + 2) Psychic damage, and the target is automatically Poisoned until the end of the Silent Folk's next turn.
Spellcasting. The Silent Folk casts the following spell, using Wisdom as the spellcasting ability:
At Will: Invisibility (self only)
Lore
Subterranean dwarf jewelers from a deep well.
In the rocks beneath Plesse Castle in Hesse lie many springs, wells, ravines, and caves. Legend says this is home to a race of dwarfs known as the “Silent Folk.” They rarely speak, yet they’re friendly and quick to help anyone who wins their favor. If someone insults them, they won’t lay a hand on the offender—but they’ll torment that person’s livestock instead.
Most of the time this underground folk avoids contact with humans. They live deep in the rock, in hidden rooms and great halls overflowing with gold and gemstones. When they have business aboveground, they venture out only at night.
From Grimm Legends Bestiary 5E, p. 96 · Fern Flower Press