Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common
Resistances & Immunities
Traits
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.
Actions
Cause Row
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.
Darts
+7 to hit, range 20/40 ft (6.1/12.2 m). Hit: 4d4+4 piercing damage.
Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit: 14 (4d4 + 4) piercing damage.
Multiattack
The silenal makes three attacks.
Tankard
+7 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 plus 2d6 poison damage.
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.
About Silenal
Silenal is a small fey with a Challenge Rating of 7. It has a chaotic neutral alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 117 hit points (derived from 18d6+54).
Silenal has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Silenal
2 tips available
GM Tips: Using Silenal
When using Silenal in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Silenal
2 strategies available
Player Guide: Facing Silenal
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 7.
Solo Encounter:
A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 5,600 XP
- Hard: 8,400 XP
- Deadly: 11,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Silenal?
- Silenal has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
- What type of creature is Silenal?
- Silenal is a Small Fey, which affects how certain spells and abilities interact with it.
- What languages does Silenal speak?
- Silenal can communicate in Common.
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Related D&D 5e Content
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