Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Elvish, Sylvan, two more
Resistances & Immunities
Traits
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 nobles 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 nobles 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)
Actions
Evil Eye (Gaze)
The noble targets one creature not under the effect of a faeries 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.
Gleaming Longbow
+9 to hit, range 150/600 ft (45.7/182.9 m). Hit: 1d8+5 plus 4d6 psychic damage.
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).
Glittering Scimitar
+9 to hit, reach 5 ft (1.5 m). Hit: 1d6+5 plus 3d6 psychic damage.
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).
Multiattack
The noble makes two glittering scimitar attacks.
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
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.
About Faerie Noble
Faerie Noble is a medium fey with a Challenge Rating of 12. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 165 hit points (derived from 22d8+66).
Faerie Noble has communication capabilities including Common, Elvish, Sylvan, two more. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Faerie Noble
4 tips available
GM Tips: Using Faerie Noble
When using Faerie Noble in your D&D 5e campaign, consider these tactical approaches:
-
Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
-
Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
-
Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
-
Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
Player Guide: Facing Faerie Noble
4 strategies available
Player Guide: Facing Faerie Noble
When your party encounters this creature, keep these strategies in mind:
-
Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
-
Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
-
Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
-
Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 12.
Solo Encounter:
A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 15,600 XP
- Hard: 23,400 XP
- Deadly: 31,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Faerie Noble?
- Faerie Noble has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
- What type of creature is Faerie Noble?
- Faerie Noble is a Medium Fey, which affects how certain spells and abilities interact with it.
- What languages does Faerie Noble speak?
- Faerie Noble can communicate in Common, Elvish, Sylvan, two more.
Related D&D 5e Content
Related D&D 5e Content
Explore more about fey creatures and D&D 5e mechanics:
Related Creatures
Archfey
Fey · CR 12
Behir
Monstrosity · CR 11
Cloud Giant Noble
Giant · CR 12
Divi Noble
Elemental · CR 11
Behir Magus
Monstrosity · CR 12
Accursed Guardian Naga
Monstrosity · CR 12