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Monster

High Fae Mage

Medium Fey · Any Alignment

Monstrous Compendium Volume 4: Eldraine Creatures
Armor Class 14, 17
Hit Points 148 (27d8 + 27)
Speed Walk 30 ft., Fly 30 ft. ((hover))
CR 12
STR 11 +0
DEX 18 +4
CON 12 +1
INT 17 +3
WIS 15 +2
CHA 24 +7

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 +11 to hit, reach 5 ft. or range 60 ft., one target. 18 () acid, cold, fire, force, lightning, or Thunder damage (the high fae's choice).

Negotiate Life Recharge 5

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 () 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 () 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.
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