Monster - Feywild Noble

by WicWicTheWarlock

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Feywild Nobles

NOBLES OF THE FEYWILD ARE USUALLY A HIGH ELF OR eladrin that has risen in society through either powerful magic or clever manuverings but usually with both. Each feywild noble has become so infused with their power from the Feywild as to become entirely new creatures, taking on aspects of the seasons and other natural phenomena. Being a noble within the Feywild doesn't have a precise meaning as their is no peerage within the Summer or Winter courts as all must bow to their respective Queens with their unwavering commitment.

Nobility among the Fewyild is not a matter of inheritance but rather fame and mystical power. In the summer and winter courts specific titles, such as "coure", "bralani", and "ghaele", were given to those of great power. The title of "shiere knight" is usually given to a noble who dedicated themselves to defending the Feywild from its foes. These shiere knights specifically guard Titania, the Summer Court Queen.

The majority of these nobles dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, those of the Feywild are creatures ruled by emotion- and because of their unique magical nature, they undergo physical changes to match their changes in temperament. As they spend centuries in the Feywild, and most of them have become fey creatures as a result while still maintaining their humanoid shape, similar in that respect to their other elven kin, however their features will become extremely exaggerated and wilder.

The magic flowing through those of the Feywild will generally respond to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some might remain in a particular aspect for years, while others run through the emotional spectrum within days. Regardless of the aspect they express, these creatures love beauty and surround themselves with lovely things. These nobles try to possess any objects they find striking or absurd. They might seek to own a rare painting, a preposterous statue, or a glittering jewel simply for the fact that it is what they want at that moment. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil nobles, abduct them for their own pleasure.

While very powerful in their own right the majority of these Feywild nobles pale in comparison to the Archfey. Nobles are unable to dispense their power onto another creature or make pacts of power with these creatures, but they can help those find the ones who can, but for a price. It cannot be overstated just how those of the Feywild can entrap other into insane contracts and agreements.

You have been warned.

- Herbert Trebills,
The Wonders of the Feywild
and the Search for Family

Credits



Targen, Feywild Noble

Medium fey, chaotic neutral


  • Armor Class 18 (natural armor)
  • Hit Points 130 (20d6 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 24 (+7)

  • Saving Throws Con +9, Int +10, Wis +9, Cha +13
  • Skills Deception +11, Perception +9, Persuasion +11
  • Damage Resistances lighting, necrotic, poison, bludgenoning, piercing and slashing damage from non-magical weapons
  • Damage Immunities fire, cold
  • Condition Immunities charmed
  • Senses truesight 120ft, passive Perception 20
  • Languages Common, Sylvan, Elvish
  • Challenge 20 (25,000xp)

Legendary Resistance (3/day). If Targen fails a saving throw, it can choose to succeed it instead.

Noble Of The Summer Court. Targen cannot be charmed and cannot be put to sleep by magical means.

Spellcasting. Targen is a powerful innate spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Targen may cast any spell on the Sorcerer spell list and the following spells are examples of what they would use:

Cantrips (at will): dancing lights, gust, mage hand, minor illusion, shocking grasp

1st-level (6 slots): charm person, disguise self, fog cloud, jump, sleep

2nd-level (5 slots): alter self, enhance ability, levitate, spider climb

3rd-level (4 slots): blink, counterspell, fireball, fly, slow, thunder step, water walk

4th-level (4 slots): banishment, charm monster, confusion, dominate monster, polymorph, wall of fire

5th-level (3 slots): animate objects, dominate person, hold monster, immolation, seeming, telekinesis

6th-level (2 slots): arcane gate, disintegrate, mass suggestion, sunbeam, true seeing

7th-level (2 slots): crown of stars, etherealness, fire storm, plane shift, teleport

8th-level (1 slot): dominate monster, incendiary cloud, power word stun

9th-level (1 slot): gate, psychic scream, time stop

Actions

Multiattack. Targen makes three melee attacks with his feysteel blade.

Feysteel Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one creature. Hit: 22 (3d8+8) force damage.

Reactions

Do It My Way. Targen has the ability to twist fate. When another creature Targen can see makes an attack roll, an ability check, or a saving throw, he use his reaction to force that creature to also roll 1d6 and apply the number rolled as a bonus or penalty (DM's choice) to the creature’s roll. He can do so after the creature rolls but before any effects of the roll occur.

Legendary Actions

Targen can make three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Targen regains spent legendary actions at the start of its turn.

Attack. Targen makes one attack with it's Feysteel Blade.

Cast a Spell (Costs 2 Actions). Targen can cast a spell of 5th level or lower. The spells casting time must be 1 action or 1 bonus action.

Entrancing Gaze. (Costs 2 Actions). Targen gaze can penetrate deep into a creatures being. Targen can choose 3 creatures that he can see. These creatures must make a DC 21 Charisma saving throw against this effect or become stunned until the start of Targens next turn.

 

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