High Fae Mage

(Monstrous Compendium Volume 4: Eldritch Creatures)

Medium fey (sorcerer), Any alignment

Armor Class14, 17 with mage armor
Hit Points148 (27d8 + 27)
Speed30 ft., fly 30 ft. (hover)
STRDEXCONINTWISCHA
11 (+0) 18 (+4) 12 (+1) 17 (+3) 15 (+2) 24 (+7)
Saving ThrowsCha +11, Int +7, Wis +6
SkillsArcana +11, Investigation +7, Nature +7
Damage Vulnerabilities—
Damage Resistancesbludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 12
LanguagesCommon, Sylvan
Challenge12

Traits

Magic Resistance.

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

Actions

Multiattack.

The high fae makes two Elemental Strike attacks.

Elemental Strike.

Melee or Ranged Spell Attack Roll: +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.

Reactions

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.

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 each/day: faerie fire, gust of wind, mirror image