Faerie Noble
- Size
- Medium
- Type
- Fey
- Challenge Rating
- 12
- Source
- Level Up Advanced 5e Monstrous Menagerie
- Armor Class
- 16
- Speeds
- 35, fly 60
- Walking Speed
- 35
- Flying Speed
- 60
- Strength Score
- 16
- Dexterity Score
- 20
- Constitution Score
- 16
- Intelligence Score
- 16
- Wisdom Score
- 20
- Charisma Score
- 20
- Saving Throws
- Dexterity, Wisdom, Charisma
- Skill Proficiencies
- Arcana, History, Insight, Nature, Perception, Persuasion
- Vision
- True Sight (60ft))
- Languages Ref
- Common, Elvish, Sylvan, two more
- Hit Points
- 165
- Condition Immunities
- Charmed, Paralyzed, Poisoned, Unconscious
- Languages
- Aethyrian Common, Elvish, Sylvan
Medium fey
Armor Class 16
Hit Points 165 (22d8+66)
Speed 35 ft., fly 60 ft.
- STR
- 16 (+3)
- DEX
- 20 (+5)
- CON
- 16 (+3)
- INT
- 16 (+3)
- WIS
- 20 (+5)
- CHA
- 20 (+5)
Saving Throws Dex +9, Wis +9, Cha +9
Skills Arcana +7, History +7, Insight +9, Nature +7, Perception +9, Persuasion +9
Condition Immunities charmed, paralyzed, poisoned, unconscious
Senses truesight 60 ft., passive Perception 19
Languages Common, Elvish, Sylvan, two more
Challenge 12 (8,400 XP)
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.
Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.