Queen Titania

Medium fey, chaotic good

Armor Class

17

Hit Points

300 (40d8 + 120)

Speed

40 ft., fly 80 ft.

Saves

Int +14, Wis +14 Cha +17

Skills

Intimidation +17, Perception +14, Persuasion +17

Damage Immunities

necrotic, poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

truesight 120 ft.

Languages

All, telepathy 120 ft.

Challenge

23

Innate Spellcasting

Titania's innate spellcasting ability is Intelligence (spell save DC 20). Titania can innately cast the following spells, requiring no components. • At will: dancing lights, druidcraft, faerie fire, light, message • 3/Day: animate objects, banishment, charm person, counterspell, confusion, detect magic, detect thoughts, dimension door, dispel magic, fog cloud, hypnotic pattern, invisibility, mirror image, modify memory • 1/Day: control weather, heal, mass suggestion, mirage arcane, wish

Illumination

Titania sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Magic Resistance

Titania has advantage on saving throws against spells and other magical effects.

Magic Weapons

Titania's attacks are magical.

Speak with Beasts and Plants.

Titania can communicate with beasts and plants as if they shared a language.

Actions

Multiattack

Titania makes three attacks.

Diamond Wand

Melee Weapon Attack: +14 to hit, reach 5 ft, one target. Hit: 12 (1d10 + 7) piercing damage plus 24 (7d6) radiant damage.

Summon Faeries (1/Day)

Titania can use an action to summon 1d12 spring or summer faeries. They appear in unoccupied spaces within 30 feet of her.