Fey Knight

Medium Fey, (CR 4)

Armor Class 16

Hit Points 58 (9d8+18)🎲

Speed 35 ft., fly 60 ft.


STR

14 (+2)

DEX

18 (+4)

CON

14 (+2)

INT

12 (+1)

WIS

16 (+3)

CHR

16 (+3)


Skills

Senses passive Perception 15

Languages Common, Elvish, Sylvan

Challenge Rating 4

Actions

Multiattack.

The knight makes two melee attacks.

Glittering Scimitar.

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.

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.

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.


sizeMedium

typeFey

group

alignment

strength_save

dexterity_save6

constitution_save

intelligence_save

wisdom_save5

charisma_save5

perception

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunitiescharmed, unconscious

cr4

reactionsname: Natures Shield,desc: 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.

legendary_desc

legendary_actions

special_abilitiesname: Faerie Form,desc: 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.,name: Faerie Light,desc: As a bonus action, the knight can cast dim light for 30 feet, or extinguish its glow.

spell_list

page_no201

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

Find the complete stats on: Open5e

Level Up Advanced 5e Monstrous Menagerie, page no. 201
Other formats: JSON

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