Medium Fey, Unaligned
Armor Class 12 Natural Armor
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws DEX +5, CON +5
Damage Vulnerabilities Poison
Damage Resistances Necrotic
Senses Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Magic Guard. The Clefable has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Clefable's  innate spellcasting ability is Charisma (spell save DC 17, + 9 to hit with spell attacks). The Clefairy can innately cast the following spells, requiring no material components:

At Will:Moonbeam (at 3rd level)

Actions

Doubleslap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Cosmic Power (1/day). The Clefable uses cosmic magic to give itself resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 1 minute.

Metronome (Recharge 4-6). The Clefable waggles its fingers rhythmically, conjuring wild magic to innately cast a random spell from the Metronome Table, for which it requires no material components. Each spell on the Metronome Table has a casting time of one action, regardless of its normal casting time. The Clefairy can choose the target or targets of the spell cast by Metronome, and does so after the spell is determined.

Moonlight (Recharge 6). As a bonus action, the Clefable basks in restorative moonlight. The Clefable regains 28 (8d4 + 8) hit points, or half as much if it is indoors. The Clefable cannot use this action if it is in magical darkness.

Reactions

Encore. As a reaction, the Clefairy applauds delightfully and hypnotically, attempting to enchant a creature it can see within 60 ft. of it that has just taken an action. The creature must succeed on a DC 17 Wisdom saving throw or become charmed by the Clefairy. While charmed in this way, the creature cannot take any actions on its turn other than the one given an Encore by the Clefairy for 3 (1d4 + 1) rounds. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Clefairy can only have on creature charmed at a time.

Description

Metronome Table

 d100  Spell Cast  d100 Spell Cast 
 1-2 Arms of Hadar  51-52 Levitate
 3-4  Aura of Vitality 53-54 Lightning Bolt
 5-6  Blade Ward 55-56  Mage Armor
 7-8 Blindness/Deafness  57-58 Magic Missile
 9-10  Blink 59-60 Magic Missile (at 2nd Level)
 11-12 Blur  61-62 Magic Missile (at 3rd Level)
 13-14  Burning Hands 63-64 Mirror Image
 15-16 Call Lightning  65-66 Misty Step
 17-18  Dancing Lights 67-68 Phantasmal Force
 19-20 Darkness  69-70 Ray of Frost
 21-22 Eldritch Blast  71-72 Scorching Ray
 23-24 Enlarge  73-74 Shatter
 25-26  Faerie Fire 75-76 Shocking Grasp
 27-28  Fear 77-78 Sleep
 29-30  Fire Bolt 79-80 Sleet Storm
 31-32  Fireball 81-82 Spirit Guardians
 33-34  Flaming Sphere 83-84 Spiritual Weapon
 35-36  Fly 85-86 Stinking Cloud
 37-38  Fog Cloud 87-88 Tasha's Hideous Laughter
 39-40  Gaseous Form 89-90 Thunderwave
 41-42  Grease 91-92 True Strike
 43-44  Gust of Wind 93-94 Vampiric Touch
 45-46  Haste 95-96 Web
 47-48  Heat Metal 97-98 Wind Wall
 49-50  Hypnotic Pattern 99-100 Witch Bolt

 

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