Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (High Fae Impostor)
Actions/Abilities/Traits: D&D 5e (High Fae Impostor)
Attributes
Strength: 13
Dexterity: 21
Constitution: 15
Intelligence: 18
Wisdon: 16
Charisma: 23
Saving Throws
Saving Throw Bonuses
Dexterity: +9
Wisdom: +7
Skills
deception: +14
performance: +10
stealth: +13
Offense
Fae Blade
Circumstance: Melee
9 to hit, reach 5 ft., one target. (3d8 + 5) force damage.
Action
Multiattack
The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Action
Vexing Prank
The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a 18 Wisdom saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the frightened condition until the start of the high fae's next turn. On a successful save, the target takes half as much damage only.
Bonus Action
Loot Likeness
The high fae magically transforms into a duplicate of a Small or Medium creature it can see. While transformed, the high fae retains its game statistics (other than its size) but gains access to enough general information about the imitated creature, such as background and personality, to reasonably pass itself off as the creature. This transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
Spellcasting
Frequency:
At Will
Attribute: cha
The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 18):
friends
minor illusion
Spellcasting
Frequency:
Daily
Attribute: cha
The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 18):
enthrall
Nystul's magic aura
Trait
Magic Resistance
The high fae has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
13
Resistances
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
Common
Sylvan
High fae impostors are sly and mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae impostor takes on the identity of another creature, the impostor magically gains access to a small portion of that creature's mind—any information that the creature might share with a casual acquaintance. Though not comprehensive, this information helps high fae impostors impersonate their targets effectively.
Though unable to tell outright lies, the high fae of Eldraine have many other means of deception at their disposal.
5e Tools
Actions/Abilities/Traits: D&D 5e (High Fae Impostor)
Actions/Abilities/Traits: D&D 5e (High Fae Kindguard)
Actions/Abilities/Traits: D&D 5e (High Fae Kindguard)
Attributes
Strength: 22
Dexterity: 23
Constitution: 15
Intelligence: 14
Wisdon: 17
Charisma: 13
Saving Throws
Saving Throw Bonuses
Strength: +10
Dexterity: +10
Skills
acrobatics: +10
athletics: +10
perception: +7
Offense
Fae Claymore
Circumstance: Melee
10 to hit, reach 10 ft., one target. (4d6 + 6) force damage, and the target's speed is reduced by 10 feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae's next turn.
Action
Multiattack
The high fae makes two Fae Claymore attacks and uses Tripping Feint.
Action
Tripping Feint
The high fae targets one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a 18 Dexterity saving throw or have the prone condition.
Bonus Action
Darting Flight
The high fae moves up to its speed. This movement doesn't provoke opportunity attacks.
Reaction
Parry and Riposte
The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one Fae Claymore attack against the attacker.
Trait
Evasion
If the high fae is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it doesn't have the incapacitated condition.
Trait
Magic Resistance
The high fae has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
17
Resistances
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
Common
Sylvan
High fae kindguards have spent centuries perfecting their martial prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette.
The most trusted high fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn branch to seal the promise.
The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.
5e Tools
Actions/Abilities/Traits: D&D 5e (High Fae Kindguard)
Actions/Abilities/Traits: D&D 5e (High Fae Mage)
Actions/Abilities/Traits: D&D 5e (High Fae Mage)
Attributes
Strength: 11
Dexterity: 18
Constitution: 12
Intelligence: 17
Wisdon: 15
Charisma: 24
Saving Throws
Saving Throw Bonuses
Intelligence: +7
Wisdom: +6
Constitution: +11
Skills
arcana: +11
investigation: +7
nature: +7
Offense
Elemental Strike
Circumstance: Melee, Ranged
11 to hit, reach 5 ft. or range 60 ft., one target. (2d10 + 7) acid, cold, fire, force, lightning, or thunder damage (the high fae's choice).
Action
Multiattack
The high fae makes two Elemental Strike attacks.
Action
Negotiate Life {@recharge 5}
The high fae enacts a magical bargain, siphoning energy from its opponents to heal its wounds. The high fae targets up to three creatures it can see within 60 feet of itself. Each target must make a 19 Constitution saving throw, taking 26 (4d12) necrotic damage on a failed save, or half as much damage on a successful one. The high fae then regains 30 hit points.
Reaction
Fae Counterspell
The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a 19 Charisma saving throw. On a failed save, the spell fails and has no effect, but the spell slot used to cast it is not expended.
Spellcasting
Frequency:
At Will
Attribute: cha
The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 19):
dancing lights
detect magic
druidcraft
mage armor (self only)
Spellcasting
Frequency:
Daily
Attribute: cha
The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 19):
faerie fire
gust of wind
mirror image
Trait
Magic Resistance
The high fae has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
12
Resistances
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
Common
Sylvan
High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking among the fae, magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
The high fae are capable of magic that would make even the great Gadwick himself seem little more than a clumsy apprentice.
5e Tools
Actions/Abilities/Traits: D&D 5e (High Fae Mage)
Actions/Abilities/Traits: D&D 5e (High Fae Noble)
Actions/Abilities/Traits: D&D 5e (High Fae Noble)
Attributes
Strength: 13
Dexterity: 25
Constitution: 15
Intelligence: 19
Wisdon: 18
Charisma: 22
Saving Throws
Saving Throw Bonuses
Dexterity: +12
Intelligence: +9
Wisdom: +9
Constitution: +11
Skills
history: +9
insight: +14
perception: +9
Offense
Fae Blade
Circumstance: Melee
12 to hit, reach 5 ft., one target. (3d8 + 7) force damage.
Action
Multiattack
The high fae makes two Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.
Action
Stunning Soliloquy {@recharge 5}
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 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.
Reaction
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.
Reaction
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.
Spellcasting
Frequency:
At Will
Attribute: cha
The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 19):
detect magic
prestidigitation
suggestion
Spellcasting
Frequency:
Daily
Attribute: cha
The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 19):
major image
zone of truth
Trait
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 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.
Trait
Legendary Resistance (3/Day)
If the high fae fails a saving throw, it can choose to succeed instead.
Trait
Magic Resistance
The high fae has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
19
Immunities
Condition Immunities
charmed
exhaustion
frightened
Resistances
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
Common
Sylvan
telepathy 120 ft.
High fae nobles regard themselves as the natural and obvious superiors of all in Eldraine. Many have been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of Eldraine.
High fae nobles use their illusions and innate magic to impress their peers and express their capricious natures. Many adorn themselves with auras of magic that dazzle others, while uttering mocking phrases that magically stun and ridicule their opponents. High fae nobles will spend countless years in mind-bendingly complicated games of political calculus, their alliances ever-shifting as they jockey for favors and status in the Kindly Lord's court.
5e Tools
Actions/Abilities/Traits: D&D 5e (High Fae Noble)