THE SHARED REFERENCE Adventurer

Monster

High Fae Kindguard

Outside your table’s allowed sources

Official reference · MCV4EC · 2014

Creature type
Fey
Size
Medium
Armor class
17 (natural armor)
Hit points
156 (24d8 + 48)
Speed
Walk 40 ft., Fly 60 ft. (hover)
Challenge rating
12
Alignment
Any alignment
Strength
22
Dexterity
23
Constitution
15
Intelligence
14
Wisdom
17
Charisma
13
Passive Perception
17
Saving Throws
str: +10; dex: +10
Skills
acrobatics: +10; athletics: +10; perception: +7
Senses
darkvision 60 ft.
Languages
Common, Sylvan
Resistances
resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True

Traits

Evasion

If the high fae is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it doesn't have the incapacitated condition.

Magic Resistance

The high fae has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The high fae makes two Fae Claymore attacks and uses Tripping Feint.

Fae Claymore

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage, and the target's speed is reduced by 10 feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae's next turn.

Tripping Feint

The high fae targets one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a DC 18 Dexterity saving throw or have the prone condition.

Bonus actions

Darting Flight

The high fae moves up to its speed. This movement doesn't provoke opportunity attacks.

Reactions

Parry and Riposte

The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one Fae Claymore attack against the attacker.

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