Limbite, Fey Noble

Family: Limbite

Medium fey (limbite), chaotic neutral

Armor Class 20 (Fey Grace)
Hit Points 144 (17d8 + 68)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 16 (+3) 18 (+4) 20 (+5)

Saving Throws Dex +9, Wis +8, Cha +9
Skills Arcana +7, Deception +9, Insight +8, Intimidation +9, Nature +7, Perception +8, Persuasion +9, Sleight of Hand +9, Stealth +9
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t made of cold iron (Seelie) or silver (Unseelie); Unseelie are immune to damage determined by their seasonal affiliation: Summer (fire), Winter (cold), Fall (necrotic) Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 60 ft., passive Perception 18
Languages Common, Druidic, Elvish, Infernal, Sylvan
Proficiency Bonus +4
Challenge 11 (7,200 XP)

SPECIAL TRAITS

  • Boon of Immortality. The noble is immune to any effect that would age it, and it can’t die from old age.
  • Fey Grace. The noble add their Charisma modifier to armor class, initiative checks, and Dexterity saving throws.
  • Innate Spellcasting. The noble’s innate spellcasting ability is Wisdom (spell save DC 24). It can innately cast the following spells, requiring no material components:
  • Legendary Resistance (2/Day). If the noble fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. The noble has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The noble’s weapon attacks are magical.
  • Plant Camouflage (Seelie Only). The noble has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
  • Seasonal Stride (Unseelie Only). Depending on the season, the noble can traverse the terrain with their normal movement and has advantage on Dexterity (Stealth) checks while in that terrain: Winter (ice and snow), Summer (sand), Fall (swamp), Spring (forest).
  • Shadow Stealth (Unseelie Only). While in dim light or darkness, the unseelie can take the Hide action as a bonus action.
  • Speak with Beasts and Plants. The noble can communicate with beasts and plants as if they shared a language.
  • Spellcasting. The noble is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared.
  • Unseelie Aura (Unseelie Only). A creature that touches the Unseelie or hits it with a melee attack while within 5 feet of it takes 3 (1d6) damage determined by its seasonal affiliation: Summer (fire), Winter (cold), Spring (piercing), Fall (necrotic)

ACTIONS

  • Multiattack. The noble makes two Bewitching Bolt attacks.
  • Bewitching Bolt. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 18 (5d6 + 5) damage and if the target is a creature, it must succeed on a DC 17 Wisdom saving throw or be charmed by the noble until the start of its next turn. The damage is determined by the noble’s affiliation:
    • Summer (fire), Winter (cold), Fall (necrotic), Spring (piercing), Seelie (radiant)
  • Healing Touch (3/Day, Seelie Only). The noble touches another creature. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
  • Variable Illumination (Seelie Only). The noble sheds bright light in a 5-foot radius and dim light for up to an additional 10 feet. The noble can alter the radius (or turn its illumination off completely) as a bonus action.

BONUS ACTIONS

  • Fey Step. The noble teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet

LAIR ACTIONS

On initiative count 20 (losing initiative ties), the noble can take one of the following lair actions; it can’t take the same lair action two rounds in a row.

  • Multiattack. The noble uses Multiattack.
  • Cast Spell. The noble casts one of its spells up to 3rd level, without using components or a spell slot. The noble can’t cast the same spell two rounds in a row, but it can continue to concentrate on a spell it previously cast using a lair action. The noble can take no other lair actions while concentrating on a spell cast as a lair action. Its favorite use of this capability is casting confusion or call lightning.
  • Improved Cure. If the noble casts cure wounds using its lair action, it regains the maximum number of hit points from the spell (28).

ABOUT

Fey nobles constitute the viscounts who rule their individual domains. Each noble rules absolutely, although there are often squabbles between paired couples who co-rule. Each fey noble is associated with a season, and this affects both their abilities and their appearance. Winter nobles appear to be covered in ice and frost, although it causes them no discomfort. Summer nobles are surrounded by shimmering heat and swirling sand. Fall nobles are often covered in brown leaves and have the faint hint of decay about them, while spring nobles are covered in spiny growths. Their seasonal nature also affects their attitudes, with winter nobles cool and collected, summer nobles fiery and aggressive, fall nobles dour and depressed, and spring nobles hyperactive and excitable. All are dangerous and none are to be casually trifled with.

Section 15: Copyright Notice

5E Foes: Infernal Bestiary. Copyright 2019, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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