High Fae Mage

Medium fey (sorcerer), Any Alignment

Armor Class

14

Hit Points

148 (27d8 + 27)

Speed

walk 30 ft., fly 30 ft. (hover)

Saves

int +7, wis +6, cha +11

Skills

arcana +11, investigation +7, nature +7

Damage Resistances

Bludgeoning, Piercing or Slashing damage from nonmagical attacks

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

12

Proficiency Bonus

+4

Spellcasting

The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): • At will: dancing lights, detect magic, druidcraft, mage armor (self only) • 2/Day each: faerie fire, gust of wind, mirror image

Magic Resistance

The high fae has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The high fae makes two Elemental Strike attacks.

Elemental Strike

Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (2d10 + 7) acid, cold, fire, force, lightning, or thunder damage (the high fae's choice).

Negotiate Life (Recharge 5-6)

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 DC 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.