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Fey Knight

Size
Medium
Type
Fey
Challenge Rating
4
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
16
Speeds
35, fly 60
Walking Speed
35
Flying Speed
60
Strength Score
14
Dexterity Score
18
Constitution Score
14
Intelligence Score
12
Wisdom Score
16
Charisma Score
16
Saving Throws
Dexterity, Wisdom, Charisma
Skill Proficiencies
Deception, Nature, Perception, Stealth, Survival
Languages Ref
Common, Elvish, Sylvan
Hit Points
58
Condition Immunities
Charmed, Unconscious
Languages
Aethyrian Common, Elvish, Sylvan

Medium fey


Armor Class 16

Hit Points 58 (9d8+18)

Speed 35 ft., fly 60 ft.


STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)

Saving Throws Dex +6, Wis +5, Cha +5

Skills Deception +5, Nature +3, Perception +5, Stealth +6, Survival +5

Condition Immunities charmed, unconscious

Senses passive Perception 15

Languages Common, Elvish, Sylvan

Challenge 4 (1,100 XP)

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

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

Actions

Multiattack. The knight makes two melee attacks.

Glittering Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) cold fire or lightning damage (its choice).

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 hit points the target is stable but poisoned for 1 hour even if it regains hit points and it is asleep while poisoned in this way.

Fey Glamour. The knight targets one humanoid within 30 feet. The target makes a DC 13 Wisdom saving throw. On a failure it is magically charmed by the knight for 1 day. If the knight or one of the knights allies harms the target the target repeats the saving throw ending the effect on itself on a success. If a targets saving throw is successful or if the effect ends for it the creature is immune to this knights Fey Charm for a year and a day.

Reactions

Natures Shield. When the knight would be hit by an attack while the knight is within 5 feet of a tree or other large plant, the knights AC magically increases by 3 against that attack as the plant interposes branches or vines between the knight and the attacker.

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.