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Titania

Challenge
Tags
Terrain
str
10
dex
20
con
14
int
10
wis
8
cha
20

AC 18 ( mage armor )
HP 130 (20d8+40; bloodied 65)
Speed 30 ft.


Proficiency +4; Maneuver DC 17
Saving Throws Dex +9, Cha +9
Skills Arcana +4 (1d8), Deception +9 (1d8), History +4, Nature +4 (1d6), Perception +4, Persuasion +9 (1d8); any three musical instrument
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish


Captivate (1/ short rest ). When Titania performs a recital for at least 10 minutes, at the end of the performance she can choose 5 humanoids that are within 60 feet and who observed the entire performance. A targeted creature makes a DC 19 Wisdom saving throw or is charmed by Titania for 1 hour, until taking damage, or until she attacks it or it witnesses her attacking one of its allies. While charmed these targets idolize Titania, hinder her opponents, and speak her praises—they do everything to help her short of engaging in violence unless they were already predisposed to do so. Creatures that successfully save against this feature do not realize that Titania attempted to charm them.

Fey Ancestry. Titania has advantage on saving throws against being charmed , and magic can’t put her to sleep .

Jack of All Trades. Titania adds +2 to any ability check she makes that doesn’t already include her proficiency bonus.

Sovereignty (1/ short rest ). Titania can use this trait to cast sanctuary on herself. When a creature fails its saving throw against the spell, for the next minute Titania has advantage on Charisma checks she makes against the creature, and during her next turn it has disadvantage on saving throws against her spells.

Spellcasting . Titania is a 20th-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 18; +10 to hit with spell attacks). She has the following spells prepared from the bard’s spell list:
Cantrips: light , minor illusion , true strike , vicious mockery
1st-level (4 slots): charm person , cure wounds , disguise self , mage armor , sleep , thunderwave
2nd-level (3 slots): invisibility , suggestion
3rd-level (3 slots): major image , sending
4th-level (3 slots): confusion , conjure woodland beings , polymorph
5th-level (3 slots): hold monster , scrying
6th-level (2 slots): conjure fey , irresistible dance , mass suggestion
7th-level (2 slots): forcecage , teleport
8th-level (1 slot): glibness , power word stun
9th-level (1 slot): foresight , true polymorph


SPECIAL TRAITS

Fortune Points (3/ long rest ). Titania can spend one fortune point to reroll an attack roll , ability check , or saving throw , or to force an attacker to reroll an attack made against her.


ACTIONS

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage.


BONUS ACTIONS

Bardic Inspiration 1d12 (5/ short rest ). As a bonus action on her turn, Titania can choose one other creature within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a d12. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check , attack roll , or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the Narrator says whether the roll succeeds or fails. When Titania rolls initiative and has no uses of Bardic Inspiration left, she regains one use. In addition, Titania can use a bonus action to expend one use of Bardic Inspiration, choosing up to 5 ally creatures she can see within 60 feet. These creatures each gain 2d12 temporary hit points and, if they so choose, can use their reaction to move up to their speed without provoking opportunity attacks as long as they move towards Titania by using the safest and shortest route.

Fey Step (1/ short rest ). Titania can use a bonus action to teleport herself or a willing creature she touches up to 30 feet to an unoccupied space she can see.

Majestic Power (1/ long rest ). Titania can use a bonus action to unleash fey power for 1 minute. For the duration, on each of her turns she can cast command as a bonus action. These castings do not use spell slots. In addition, while this feature is active any creature that is charmed by Titania automatically fails its saving throw against her command spells.

Description

 “Then I must be thy lady: but I know When thou hast stolen away from fairy land… Your buskin’d mistress and your warrior love, To Theseus must be wedded, and you come To give their bed joy and prosperity.”

The thespians among you likely already know who I’m quoting, but to everyone else take heed for in this entry Mythological Figures considers the fairy queen Titania!

In traditional folklore the fairy queen is nameless, but Shakespeare christened her ‘Titania’. In the play A Midsummer Night’s Dream she is a proud and forceful woman who doesn’t take any nonsense from the fairy king Oberon, getting into a quarrel over who should take a changeling boy.

Titania appears elsewhere in literature and other media. The fairy queen as a concept goes back further than Shakespeare, and is usually portrayed as beautiful but capricious. In some legends, the fairy queen pays a tithe to Hell every seven years—a tithe paid with the sacrifice of mortal lovers. In Peter Pan she is more benevolent, and in Edmund Spenser’s epic poem The Faerie Queene the character represents the seventh holy virtue, Glory.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.