Creature Reference Back to Creatures

Queen of Night and Magic

Medium · Fey · CR 21 · Neutral Evil

Armor Class
22 (Regal Bearing)
Hit Points and Hit Dice
225 (30d8 + 90)
Challenge Rating CR
21

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
19
+4
CON
17
+3
INT
20
+5
WIS
18
+4
CHA
26
+8

Overview

Category Monsters
Size Medium
Type Fey
Alignment Neutral Evil
XP 33000
Initiative Bonus +4

Movement

Walk 60 ft (18.3 m)
Fly 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 30 ft (9.1 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 21

Saving Throws

Constitution +10 Wisdom +11

Skills

Arcana +12 Deception +15 Intimidation +15 Perception +11 Stealth +11

Languages

Celestial, Common, Elvish, Sylvan, Umbral, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons
Damage Resistances
fire, lightning
Condition Immunities
charmed, frightened

Traits

Legendary Resistance (3/Day)

If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead.

Magic Resistance

The Queen of Night and Magic has advantage on saving throws against spells and other magical effects.

Regal Bearing

While the Queen of Night and Magic is wearing no armor and wielding no shield, her AC includes her Charisma modifier.

Actions

Multiattack

The Queen of Night and Magic makes three Rapier or Star Strike attacks. She can replace one attack with a use of Spellcasting or Unravel.

Rapier

+11 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 plus 4d6 cold damage.

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) cold damage.

Shadow Rift

Recharge 5–6

The Queen of Night and Magic creates a shadowy rift on a point she can see within 120 feet. Each creature within the 20 feet of the rift must make a DC 23 Constitution saving throw. On a failure, a creature takes 36 (8d8) cold damage and 36 (8d8) necrotic damage and is restrained by wisps of icy shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

The Queen of Night and Magic casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 23):

  • At Will: command, dancing lights, darkness, mage hand, suggestion
  • 3/Day Each: confusion, fear, greater invisibility, mirror image
  • 1/Day Each: dominate monster, plane shift, power word stun

Star Strike

+15 to hit, range 120 ft (36.6 m). Hit: 2d8+8 plus 2d8 radiant damage.

Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 17 (2d8 + 8) fire damage plus 9 (2d8) radiant damage.

Unravel

The Queen of Night and Magic ends one magical effect she can see within 60 feet of her. To do so, she must succeed on a Charisma check against a DC of 10 + the spell's level or the magical effect's DC, whichever is higher.

Bonus Actions

Hidden Step

The Queen of Night and Magic magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see and takes the Hide action.

Reactions

Sudden Fraying

When the Queen of Night and Magic is targeted by a spell or included in a spell's area and the spell doesn't have an instantaneous duration, she can use Unravel on the spell, dispelling it after it is cast. She doesn't need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell.

Legendary Actions

Attack

Cost 1

The Queen of Night and Magic makes one Star Strike attack. She doesn't have disadvantage on this attack roll from being within 5 feet of a creature, though she can have disadvantage from other sources.

Cast a Spell

Cost 2

The Queen of Night and Magic uses Spellcasting.

Move

Cost 1

The Queen of Night and Magic moves up to her walking speed or up to half of her flying speed without provoking opportunity attacks.

Swirling Stars

Cost 2

The stars on the Queen's gown pulse with brilliant starlight. Each creature within 15 feet of her must succeed on a DC 23 Dexterity saving throw or be blinded until the end of its next turn.

About Queen of Night and Magic

Queen of Night and Magic is a medium fey with a Challenge Rating of 21. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 22 and possesses 225 hit points (derived from 30d8 + 90).

Queen of Night and Magic has communication capabilities including Celestial, Common, Elvish, Sylvan, Umbral, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Queen of Night and Magic

4 tips available

When using Queen of Night and Magic 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.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Queen of Night and Magic

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.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 21.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 46,200 XP
  • Hard: 69,300 XP
  • Deadly: 92,400 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 Queen of Night and Magic?
Queen of Night and Magic has a Challenge Rating of 21, making it appropriate for parties of level 21.0.
What type of creature is Queen of Night and Magic?
Queen of Night and Magic is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Queen of Night and Magic speak?
Queen of Night and Magic can communicate in Celestial, Common, Elvish, Sylvan, Umbral, telepathy 120 ft..

Related D&D 5e Content

Related Creatures