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Fey Knight

Medium · Fey · CR 4 · Chaotic Evil

Armor Class
16
Hit Points and Hit Dice
58 (9d8+18)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
18
+4
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Fey
Alignment Chaotic Evil
XP 1100
Initiative Bonus +4

Movement

Walk 35 ft (10.7 m)
Fly 60 ft (18.3 m)
Swim 17 ft (5.2 m)
Climb 17 ft (5.2 m)
Crawl 17 ft (5.2 m)

Senses

Passive Perception 15

Saving Throws

Dexterity +6 Wisdom +5 Charisma +5

Skills

Deception +5 Nature +3 Perception +5 Stealth +6 Survival +5

Languages

Common, Elvish, Sylvan

Resistances & Immunities

Condition Immunities
charmed, unconscious

Traits

Faerie Form

The knight can magically change its size between Medium and Tiny as an action. While tiny, the bludgeoning, piercing, and slashing damage dealt by the knights attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. Its statistics are otherwise unchanged.

Faerie Light

As a bonus action, the knight can cast dim light for 30 feet, or extinguish its glow.

Actions

Fey Glamour

The knight targets one humanoid within 30 feet. The target makes a DC 13 Wisdom saving throw. On a failure it is magically charmed by the knight for 1 day. If the knight or one of the knights allies harms the target the target repeats the saving throw ending the effect on itself on a success. If a targets saving throw is successful or if the effect ends for it the creature is immune to this knights Fey Charm for a year and a day.

Glittering Scimitar

+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 plus 2d6 lightning damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) cold fire or lightning damage (its choice).

Longbow

+6 to hit, range 150/600 ft (45.7/182.9 m). Hit: 1d8+4 plus 4d6 poison damage.

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 hit points the target is stable but poisoned for 1 hour even if it regains hit points and it is asleep while poisoned in this way.

Multiattack

The knight makes two melee attacks.

Reactions

Natures Shield

When the knight would be hit by an attack while the knight is within 5 feet of a tree or other large plant, the knights AC magically increases by 3 against that attack as the plant interposes branches or vines between the knight and the attacker.

About Fey Knight

Fey Knight is a medium fey with a Challenge Rating of 4. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 58 hit points (derived from 9d8+18).

Fey Knight has communication capabilities including Common, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Fey Knight

4 tips available

When using Fey Knight 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 Fey Knight

4 strategies available

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

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Fey Knight?
Fey Knight has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Fey Knight?
Fey Knight is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Fey Knight speak?
Fey Knight can communicate in Common, Elvish, Sylvan.

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