Medium Fey, Typically Lawful Neutral
Armor Class 18 (studded leather, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 25 ft. (hover)
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +7, CHA +6
Skills Athletics +4, Deception +6, Nature +3, Perception +4, Stealth +7
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3

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

Actions

Multiattack. The general makes two melee attacks.

Thornvine. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. The target must make a DC 14 Strength saving throw. On a failed save you deal additional piercing damage equal to 8 (2d4 + 3) piercing damage, and the target's speed is reduced by 10 feet. On a successful one the target takes half as much additional piercing damage and suffers no penalty to their speed.

Javelin of the Feyland (5/day). Melee or Range Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Regardless if you hit of miss, the javelin breaks, releasing magical spores that quickly spawn thorny vines on the ground on a 10-foot radius, centered on the javelin. The area remains for 1 minute, is difficult terrain and creatures moving through this area take 9 (3d4) piercing damage for each 5 feet of movement they extend. Also, each creature in the area must succeed on a DC 12 Strength saving throw or be restrained. On its turn, a restrained creature can use its action to make a DC 12 Strength (Athletics) to be released from the vines, ending the condition on a success.

Bonus Actions

Fey Step (Recharge 4-6). The general magicaly teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Gather the Troops (1/day). The general calls upon the warriors of the Feywild to aid it in battle. 5 (1d8 + 1) sprites appear to unoccupied spaces within 60 feet of the general. The sprites obey the generals mental and verbal commands (no action required). If issued no command they defend themselves to their best ability.

Reactions

Rally. The general can use its reaction to command an ally within 60 feet of it to use their reaction to make a weapon attack against a target of the general's choice within 15 feet of the ally. The ally can move appropriately towards the coresponded target without provoking any opportunity attacks. 

Description

The Courts of the Feywild have trained soldiers to defend themselves against invaders and other malevelent forces. And all armies need generals.

Fey Generals are martial mini-bosses who know how to handle the environment around them during battle. With studded leather armor a Fey General can effectively hide in the forest foliage, they can fly away from melee attacks with their wings, and can call their soldiers (sprites) to defend their master's domain.

Maybe the characters entered a forest of Titania without knowing it and a General came to chase the offenders. In this case, violence may not be the solution and the characters may want to negotiate their passage.

Afterwards, your players may find Thornvine and the Javelin of the Feyland and decide to keep them for themselves.

Monster Tags: NPCfey

Environment: ForestGrasslandMountainUnderdarkUrban

Jonathan_Captain

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