Medium fey, any alignment
- Armor Class
- 15
- Hit Points
- 149 (23d8 + 46)
- Speed
- fly 30 ft. (hover), 30 ft., canHover true ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Dex +9, Wis +7
- Skills
- Stealth +13, Deception +14, Performance +10
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common, Sylvan
Traits
The high fae has advantage on saving throws against spells and other magical effects.
Actions
The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) force damage.
The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the frightened condition until the start of the high fae's next turn. On a successful save, the target takes half as much damage only.
Bonus Actions
The high fae magically transforms into a duplicate of a Small or Medium creature it can see. While transformed, the high fae retains its game statistics (other than its size) but gains access to enough general information about the imitated creature, such as background and personality, to reasonably pass itself off as the creature. This transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
Spellcasting
The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):