THE SHARED REFERENCE Adventurer

Monster

High Fae Noble

Outside your table’s allowed sources

Official reference · MCV4EC · 2014

Creature type
Fey
Size
Medium
Armor class
17
Hit points
175 (27d8 + 54)
Speed
Walk 40 ft., Fly 40 ft. (hover)
Challenge rating
13
Alignment
Any alignment
Strength
13
Dexterity
25
Constitution
15
Intelligence
19
Wisdom
18
Charisma
22
Passive Perception
19
Saving Throws
dex: +12; int: +9; wis: +9; cha: +11
Skills
history: +9; insight: +14; perception: +9
Senses
darkvision 60 ft.
Languages
Common, Sylvan, telepathy 120 ft.
Resistances
resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened

Traits

Aura of Overwhelming Splendor

The high fae radiates dazzling and mollifying magic. Each creature of the high fae's choice that starts its turn within 5 feet of the high fae must succeed on a DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.

Legendary Resistance (3/Day)

If the high fae fails a saving throw, it can choose to succeed instead.

Magic Resistance

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

Actions

Multiattack

The high fae makes two Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.

Fae Blade

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) force damage.

Stunning Soliloquy (Recharge 5–6)

The high fae unleashes a string of magical words. Each creature of the high fae's choice within 30 feet of itself must succeed on a DC 19 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Capricious Step

Immediately after taking damage, the high fae magically has the invisible condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts until the end of the high fae's next turn.

Ridicule

When a creature misses the high fae with an attack roll, the high fae magically mocks the creature, dealing 5 (2d4) psychic damage to the attacker.

Spellcasting

The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: detect magic, prestidigitation, suggestion

1/day each: major image, zone of truth

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