Sources
CR
Type
Size
Alignment
Movement

High Fae Noble

Medium Fey, Any alignment

Armor Class 17
Hit Points 175 (27d8 + 54)
Speed 40 ft., fly 40 ft. (hover)
STR
13
+1
DEX
25
+7
CON
15
+2
INT
19
+4
WIS
18
+4
CHA
22
+6
Saving Throws DEX +12, INT +9, WIS +9, CHA +11
Skills History +9, Insight +14, Perception +9
Damage Resistances bludgeoning, piercing, slashing, from nonmagical attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 60 ft., passive Perception 19
Languages Common, Sylvan, telepathy 120 ft.
Challenge 13 (10,000 XP)

Traits

Aura of Overwhelming Splendor. The high fae radiates dazzling and mollifying magic. Each creature of the high fae's choice that starts its turn within 5 feet of the high fae must succeed on a DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.

Legendary Resistance (3/Day). If the high fae fails a saving throw, it can choose to succeed instead.

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

Spellcasting

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: detect magic, prestidigitation, suggestion

1/day each: major image, zone of truth

Actions

Multiattack. The high fae makes two Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.

Fae Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:20 (3d8 + 7) force damage.

Stunning Soliloquy (Recharge 5–6). The high fae unleashes a string of magical words. Each creature of the high fae's choice within 30 feet of itself must succeed on a DC 19 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Capricious Step. Immediately after taking damage, the high fae magically has the invisible condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts until the end of the high fae's next turn.

Ridicule. When a creature misses the high fae with an attack roll, the high fae magically mocks the creature, dealing 5 (2d4) psychic damage to the attacker.

Lore

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…