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Breadcrumb

Faerie Noble

Challenge
str
16
dex
20
con
16
int
16
wis
20
cha
20

AC 16 (mithral scale)

HP 165 (22d8 + 66; bloodied 82)

Speed 35 ft., fly 60 ft.


Proficiency +4; Maneuver DC 15

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


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 noble’s 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 noble’s 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)

Magic Resistance. The noble has advantage on saving throws against spells and magical effects.


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 faerie’s 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 56). 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.

Combat

The noble closes to fight in melee if possible. While doing so, it uses Vengeful Eye as its reaction to put isolated ranged attackers to sleep. If it feels outmatched by a strong melee opponent, it uses its reaction to make a glittering scimitar attack and then uses Faerie Step to move away on its turn. It flees when reduced to 55 hit points or fewer. Once out of sight, it casts disguise self .


Faerie Rules

A faerie may grant a favor to a creature that takes a specific action, such as one of the following:

1–2 Beat it in a race, wrestling match, or eating contest

3 Give it a certain rare flower

4 Speak its true name

5 Catch it in a lie

6 Answer its riddle

7 Weave a circle round it thrice

8 Taunt it until it swells up to three times its size

9 Strike it with mistletoe

10 Give it honey


Names

Aubrette, Bellwhisper, Briar, Giltan, Gloriana, Lorenthan, Malegrave, Rosehip, Rowan, Witchhazel


Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Faeries are magical, flying creatures.

DC 15 Some faeries belong to a seelie court, which means they are often friendly to outsiders who meet their standards of behavior. Faeries that belong to an unseelie court are unpredictable and dangerous. There is no obvious way to tell a faerie’s allegiance.

DC 20 Faeries abide by strange, arbitrary rules. If you learn a faerie’s rules, you may gain power over it.

Description

Members of faerie nobility are gossamer-winged humanoids of unearthly beauty. Each rules its own domain in the Dreaming, though they often gather at the seelie or unseelie court of a powerful archfey.

Behavior

1 Wishes to escort you to a royal faerie court, where you will be feasted and entertained. If the knight is seelie, you will be allowed to leave the court as well

2 Wishes to joust or shoot against a champion; the loser must pay a bag of gold or reveal its true name

3 Eloping with a mortal noble; being pursued by the noble's family

4 In its lair or court; demands a gift from uninvited guests

5 Hunting a white stag

6 Hostile; attacks on sight

7 Part of a royal court or a masquerade ball

8 Lazily lying on the grass, playing a lute or listening to a pixie recite poetry

9 Celebrating a holiday; friendly to travelers today (though not necessarily tomorrow)

10 Riding forth against foes, such as hostile treants or an opposed faerie court

Signs

1–3 DC 16 Perception check: nearly imperceptible footprint

4 Silvery laughter

5 The jingling of bells or spurs

6 A distant hunting horn

Encounters

Faeries are common in the Dreaming but can also be found in wild places on the Material Plane, most commonly forests and swamps.

CR 0–2 1d4 sprites ; 1d4 pixies ; 2 pixies with a satyr ; 2 sprites with a dryad

Treasure 3 moonstones (50 gp each), a scroll detailing the rules governing several nearby faeries, potion of healing

CR 3–4 Fey knight ; 1d4 + 4 sprites ; 1d4 + 4 pixies

Treasure mithral ring (250 gp), 2 potions of growth , spell scrolls of charm person and sleep

CR 5–10 1 or 2 fey knights , possibly mounted on deer or dire wolves  

Treasure 3 vials of faerie dust (as potions of flying ), boots of elvenkind

CR 11–16 faerie noble ; faerie noble with 1d8 pixies ; faerie noble with unicorn ; 3 fey knights

Treasure gem-studded golden goblet (2,500 gp), 3 bottles of emerald wine (as potions of supreme healing ), wand of wonder

CR 17–23 faerie noble riding elk , with 2 fey knights , 2 dryads , satyr , and 1d4 pixies

Treasure 300 pp, ruby pendant (2,500 gp), 3 gold rings (250 gp each), mithral-inlaid lute (2,500 gp), 6 2 arrows , horseshoes of a zephyr , wand of polymorph

CR 31+ archfey with 3 or 4 faerie nobles , 1d6 dryads , 1d10 pixies], 1d6 [[satyr , and 1d10 sprites  

Treasure 2000 pp, electrum and diamond crown (25,000 gp), mithral and moonstone throne (25,000 gp), scale armor of invulnerability , ring of invisibility , ring of three wishes

Monster Type Description

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.