High Fae Mage

Monstrous Compendium Vol. 4 - Eldraine Creatures

Tamaño
Mediano
Tipo
fey (sorcerer)
Alineamiento
cualquier alineamiento
CA
14
Puntos de golpe
148 (27d8+27)
Velocidad
walk 30 ft., fly 30 ft. (hover)
Salvaciones
Int +7, Wis +6, Cha +11
Habilidades
Arcana +11, Investigation +7, Nature +7
Resistencias
Bludgeoning, Piercing or Slashing damage from nonmagical attacks
Sentidos
darkvision 60 ft.
Percepción pasiva
12
Idiomas
Common, Sylvan
Desafío
12
FUE
11
+0
DES
18
+4
CON
12
+1
INT
17
+3
SAB
15
+2
CAR
24
+7

Rasgos

Proficiency Bonus

+4

Magic Resistance

The high fae has advantage on saving throws against spells and other magical effects.

Acciones

Multiattack

The high fae makes two Elemental Strike attacks.

Elemental Strike

Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (2d10 + 7) acid, cold, fire, force, lightning, or thunder damage (the high fae's choice).

Negotiate Life (Recharge 5-6)

The high fae enacts a magical bargain, siphoning energy from its opponents to heal its wounds. The high fae targets up to three creatures it can see within 60 feet of itself. Each target must make a DC 19 Constitution saving throw, taking 26 (4d12) necrotic damage on a failed save, or half as much damage on a successful one. The high fae then regains 30 hit points.

recharge

D5

Spellcasting

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: dancing lights, detect magic, druidcraft, mage armor (self only)
  • 2/day each: faerie fire, gust of wind, mirror image

Reacciones

Fae Counterspell

The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a DC 19 Charisma saving throw. On a failed save, the spell fails and has no effect, but the spell slot used to cast it is not expended.

Conjuros

dancing lights, detect magic, druidcraft, mage armor, faerie fire, gust of wind, mirror image

Otros datos

description

High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking among the fae, magically negotiating themselves advantages in battle. Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.

"The high fae are capable of magic that would make even the great Gadwick himself seem little more than a clumsy apprentice." — Chulane, Teller of Tales

High Fae: Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another. Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons. The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from followers. Despite having an austere demeanor, the Kindly Lord is also known for following mysterious whims, journeying to the farthest reaches of Eldraine out of an insatiable curiosity.