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.
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