The halfling takes a long drink from a mug, its wild, graying hair falling back to reveal the creature’s pointed nose and sharp chin. Its bloodshot eyes hold a glimmer of mischief as it sets down the mug.

Tavern Spirits. Sileni adopt a specific tavern or inn as their own. The presence of a silenal is usually discovered slowly by the owner. Perhaps they notice the bar towels have all been mended or that the empty bottles have been placed outside the back door. If the owner accepts this assistance and leaves small gifts of food and drink, the silenal becomes more active. After hours, the silenal spends its time ensuring the establishment is cleaned to a shine and ready for the next day’s business. If the owner and the silenal are at odds, however, the small mischiefs and mishaps caused by the silenal quickly drive the owner out of business.

Flawed Advisors. While the business is open, a silenal spends most of its time drinking and conversing with the patrons. Sileni are curious about mortals and find their tales and troubles fascinating. If a creature conversing with a silenal asks it for advice, the counsel received is invariably flawed. The silenal, interested in hearing more dramatic tales, offers guidance which is guaranteed to get its conversation partner in hot water in the hopes the recipient will return to lament new, entertaining troubles.

Calm in the Storm. Regardless of how chaotic activity gets in its bar, the silenal is strangely unaffected. Tavern brawls, whether caused by the silenal or not, never target it. The damage caused by fights is also reduced and rarely results in more than a few broken chairs and tankards.


Small fey, chaotic neutral
Armor Class 14
Hit Points 117 (18d6 + 54)
Speed 25 ft.
10 (+0) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 19 (+4)

Saving Throws Cha +7
Skills Perception +4, Persuasion +7, Stealth +7
Condition Immunities charmed, poisoned
Senses passive Perception 14
Languages Common
Challenge 7 (2,900 XP)

Drinking Buddy. A creature that shares a drink with a silenal has advantage on saving throws against being charmed and poisoned for 1 hour. During this time, if the creature takes violent action against the silenal, the creature has disadvantage on these saving throws for the remainder of the duration.

Drunken Clarity. When the silenal is within 5 feet of an alcoholic beverage, it has truesight out to a range of 90 feet. In addition, it notices secret doors hidden by magic within 30 feet of it.

Hide in the Fray. The silenal can take the Hide action as a bonus action if it is within 10 feet of two other creatures engaged in combat with each other.

Liquid Courage (Recharge 4-6). As a bonus action, the silenal imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The silenal gains 10 (3d6) temporary hp for 1 minute.


Multiattack. The silenal makes three attacks.

Tankard. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Darts. Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit: 14 (4d4 + 4) piercing damage.

Cause Row (1/Day). The silenal magically stirs humanoids it can see within 60 feet of it into a frenzy. The frenzied patrons use the statistics of 4d4 commoners or 1 bar brawl. The frenzied patrons don’t attack the silenal. The patrons remain frenzied for 10 minutes, until the silenal dies, or until the silenal calms and disperses the mass as a bonus action.

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