AC 16 (mithral scale)
HP 58 (9d8 + 18; bloodied 29)
Speed 35 ft., fly 60 ft. (maximum elevation 10 feet)
Proficiency +2; Maneuver DC 14
Saving Throws Dex +6, Wis +5, Cha +5
Skills Deception +5, Nature +3, Perception +5, Stealth +6, Survival +5
Condition Immunities charmed , unconscious
Senses passive Perception 15
Languages Common, Elvish, Sylvan
Faerie Form. The knight can magically change its size between Medium and Tiny as an action. While tiny, the bludgeoning, piercing, and slashing damage dealt by the knight’s attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. Its statistics are otherwise unchanged.
Faerie Light. As a bonus action, the knight can cast dim light for 30 feet, or extinguish its glow.
ACTIONS
Multiattack. The knight makes two melee attacks.
Glittering Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) cold, fire, or lightning damage (its choice).
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even if it regains hit points, and it is asleep while poisoned in this way.
Fey Glamour. The knight targets one humanoid within 30 feet. The target makes a DC 13 Wisdom saving throw . On a failure, it is magically charmed by the knight for 1 day. If the knight or one of the knight’s allies harms the target, the target repeats the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to this knight's Fey Charm for a year and a day.
REACTIONS
Nature’s Shield. When the knight would be hit by an attack while the knight is within 5 feet of a tree or other large plant, the knight’s AC magically increases by 3 against that attack as the plant interposes branches or vines between the knight and the attacker.
Combat
If possible, the knight fights within the shielding reach of trees, and it ambushes opponents when it can. If its opponents can’t fly, it flies at its maximum elevation of 10 feet, just out of reach of Medium creatures without ranged or reach weapons. It prefers ranged combat but does not retreat if engaged in melee.
Faerie Rules
A faerie may grant a favor to a creature that takes a specific action, such as one of the following:
1–2 Beat it in a race, wrestling match, or eating contest
3 Give it a certain rare flower
4 Speak its true name
5 Catch it in a lie
6 Answer its riddle
7 Weave a circle round it thrice
8 Taunt it until it swells up to three times its size
9 Strike it with mistletoe
10 Give it honey
Names
Aubrette, Bellwhisper, Briar, Giltan, Gloriana, Lorenthan, Malegrave, Rosehip, Rowan, Witchhazel
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Faeries are magical, flying creatures.
DC 15 Some faeries belong to a seelie court, which means they are often friendly to outsiders who meet their standards of behavior. Faeries that belong to an unseelie court are unpredictable and dangerous. There is no obvious way to tell a faerie’s allegiance.
DC 20 Faeries abide by strange, arbitrary rules. If you learn a faerie’s rules, you may gain power over it.
Fey knights are the dragonfly- or butterfly-winged warriors of faerie courts. They do the bidding of mighty faerie nobles and archfey. Apart from observing its behavior, there is no obvious way to distinguish whether a fey knight belongs to a seelie or unseelie court. Fey knights typically wear ornamented mithral scale armor worth 250 gp or more.
1 Wishes to escort you to a royal faerie court, where you will be feasted and entertained. If the knight is seelie, you will be allowed to leave the court as well
2 Wishes to joust or shoot against a champion; the loser must pay a bag of gold or reveal its true name
3 Eloping with a mortal noble; being pursued by the noble's family
4 In its lair or court; demands a gift from uninvited guests
5 Hunting a white stag
6 Hostile; attacks on sight
7 Part of a royal court or a masquerade ball
8 Lazily lying on the grass, playing a lute or listening to a pixie recite poetry
9 Celebrating a holiday; friendly to travelers today (though not necessarily tomorrow)
10 Riding forth against foes, such as hostile treants or an opposed faerie court
1–3 DC 16 Perception check: nearly imperceptible footprint
4 Silvery laughter
5 The jingling of bells or spurs
6 A distant hunting horn
Faeries are common in the Dreaming but can also be found in wild places on the Material Plane, most commonly forests and swamps.
CR 0–2 1d4 sprites ; 1d4 pixies ; 2 pixies with a satyr ; 2 sprites with a dryad
Treasure 3 moonstones (50 gp each), a scroll detailing the rules governing several nearby faeries, potion of healing
CR 3–4 Fey knight ; 1d4 + 4 sprites ; 1d4 + 4 pixies
Treasure mithral ring (250 gp), 2 potions of growth , spell scrolls of charm person and sleep
CR 5–10 1 or 2 fey knights , possibly mounted on deer or dire wolves
Treasure 3 vials of faerie dust (as potions of flying ), boots of elvenkind
CR 11–16 faerie noble ; faerie noble with 1d8 pixies ; faerie noble with unicorn ; 3 fey knights
Treasure gem-studded golden goblet (2,500 gp), 3 bottles of emerald wine (as potions of supreme healing ), wand of wonder
CR 17–23 faerie noble riding elk , with 2 fey knights , 2 dryads , satyr , and 1d4 pixies
Treasure 300 pp, ruby pendant (2,500 gp), 3 gold rings (250 gp each), mithral-inlaid lute (2,500 gp), 6 2 arrows , horseshoes of a zephyr , wand of polymorph
CR 31+ archfey with 3 or 4 faerie nobles , 1d6 dryads , 1d10 pixies], 1d6 [[satyr , and 1d10 sprites
Treasure 2000 pp, electrum and diamond crown (25,000 gp), mithral and moonstone throne (25,000 gp), scale armor of invulnerability , ring of invisibility , ring of three wishes