17
175 (27d8 + 54)
walk 40 ft., fly NULL ft., canHover True ft.
dex +12, int +9, wis +9, cha +11
history +9, insight +14, perception +9
Bludgeoning, Piercing or Slashing damage from nonmagical attacks
Charmed, Exhaustion, Frightened
darkvision 60 ft.
Common, Sylvan, telepathy 120 ft.
13
+5
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: detect magic, prestidigitation, suggestion • 1/Day each: major image, zone of truth
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 DC 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.
If the high fae fails a saving throw, it can choose to succeed instead.
The high fae has advantage on saving throws against spells and other magical effects.
The high fae makes two Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) force damage.
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 DC 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.