CR 5 – Type – Fey – Enchanted Slippers
**Tier 2 play**
**Monster Name:** Enchanted Slippers
**Size, Type, Alignment:** Medium, Fey, Chaotic Neutral
**Core Stats:** Armor Class (AC): 15, Hit Points (HP): 85, Speed: 30 ft
**Ability Scores:**
Strength 10 (+0),
Dexterity 16 (+3),
Constitution 14 (+2),
Intelligence 12 (+1),
Wisdom 15 (+2),
Charisma 18 (+4)
**Proficiencies:** Saving Throws: Dexterity +6, Charisma +7; Skills: Deception +7, Stealth +6
Damage Resistances: Psychic; Damage Immunities: None; Condition Immunities: Charmed, Frightened.
**Senses:** Darkvision 60 ft., Keen Smell (advantage on Wisdom (Perception) checks that rely on smell), Passive Perception 15
**Languages:** Sylvan, Common
**Challenge Rating (CR):** 5
**Special Abilities:**
– **Glittering Aura:** Any creature that ends its turn within 10 feet of the Enchanted Slippers must succeed on a DC 15 Wisdom saving throw or become charmed until the end of their next turn.
– **Teleporting Tread:** As a bonus action, the Enchanted Slippers can teleport up to 30 feet to an unoccupied space they can see.
**Actions:**
– **Multiattack:** The Enchanted Slippers make two attacks with their Magic Stride.
– **Magic Stride:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or take an additional 5 (1d10) psychic damage at the start of their next turn.
– **Illusory Movement (Recharge 5-6):** The Enchanted Slippers create illusory duplicates of themselves. All creatures within 30 feet must succeed on a DC 15 Intelligence saving throw or be unable to determine the real Enchanted Slippers, suffering disadvantage on attacks against it until the end of their next turn.
**Description:** The Enchanted Slippers are mystical shoes rumored to have been crafted by an ancient fey artisan. Shimmering with a vibrant, shifting glow, they captivate those who gaze upon them. These creatures delight in trickery and often lead adventurers on wild chases through enchanted forests or treacherous landscapes. They are playful but can be quite dangerous if threatened. Using their agility and magical abilities, they create confusion on the battlefield, charming foes and evading capture with effortless grace.