Faerie Noble

Medium Fey

Armor Class 16

Hit Points 165 (22d8+66)

Speed fly +60, walk +35

Challenge 12

STR
16
+3
DEX
20
+5
CON
16
+3
INT
16
+3
WIS
20
+5
CHA
20
+5

Saving Throws cha +9, dex +9, wis +9

Skills arcana +7, nature +7, history +7, insight +9, perception +9, persuasion +9

Condition Immunities charmed, paralyzed, poisoned, unconscious

Senses truesight 60 ft., passive Perception 19

Languages Common, Elvish, Sylvan, two more

Special Abilities

Faerie Form. The noble can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the nobles attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the noble has advantage on Strength checks. Its statistics are otherwise unchanged.

Faerie Light. As a bonus action, the noble can cast dim light for 30 feet, or extinguish its glow.

Innate Spellcasting. The nobles spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)

Actions

Multiattack. The noble makes two glittering scimitar attacks.

Glittering Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold fire lightning or psychic damage (its choice).

Gleaming Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold fire lightning or psychic damage (its choice).

Evil Eye (Gaze). The noble targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw the noble chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute.

The target falls asleep. This effect ends if the target takes damage or another creature uses an action to rouse it.

The target is frightened. This effect ends if the target is ever 60 feet or more from the noble.

The target is poisoned. It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.

Bonus Actions

Faerie Step (Recharge 5-6). The noble magically teleports up to 60 feet to a space it can see.

Reactions

Riposte. When the noble is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker.

Vengeful Eye. When the noble is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open