Y Medium Fey, Neutral Evil
STR 19 (+4)
DEX 21 (+5)
CON 20 (+5)
INT 22 (+6)
WIS 19 (+4)
CHA 21 (+5)
Armor Class: 19 (plate armor)
Hit Points: 230 (17d8 + 51)
Speed: 50 ft
Skills: Athletics +8, Intimidation +8
Damage Resistances: Bludgeoning, Piercing, Slashing
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Common, Elvish, Sylvan
Proficiency Bonus: +5
Traits
Fearsome Presence
Any non-eladrin creature that starts its turn within 60 feet of you must make a DC 16 Wisdom saving throw.
On a failed save, the creature becomes frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's throw is successful or the effect ends for it, the creature is immune
to any creature's Fearsome Presence for the next 24 hours.
Fey Step (Recharge 4—6)
As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see.
Magic Resistance
You hav3 advantage on saving throws against spells and other magical effects.
Actions
Flaming Longbow
Range Weapon Attack: +8 to hit, reach 150 ft., one target. Hit: 2d8 + 4 slashing damage, plus 1d8 fire damage.
Feeblemind (twice per long rest)
You can blast the mind of a creature that you can see within range, attempting to shatter its intellect and
personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intellgence and Charisma scores become 1. The creature can't activate magic items, understand language, or communicate in any
intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days,
the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater
restoration, heal, or wish.
Finger of Death (once per long rest)
You send negative energy coursing through a creature that you can see within range,
causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a
successful one.A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your
verbal orders to the best of its ability.
Reverse Gravity (once per long rest)
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.
All creatures and objects that aren't anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a
dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall.
If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Reactions
Parry
Add 3 to your AC against one melee attack that would hit it. To do so, you must see the attacker and be wielding a
melee weapon.
Legendary Actions
You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
Eldritch Blast
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target.
There are 4 beams. On a hit, the target takes 1d10 force damage. Roll+dex to hit.
Infestation
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range.
The target must succeed on a Constitution saving throw, or it takes 4d6 poison damage and moves 5 feet in a random direction if it can move and its speed
is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't opportunity attacks,
and if the direction rolled is blocked, the target doesn't move.
Mythic Action
Desolation If Mavet (or whichever love interest is being used in your campaign) is killed, shift to the Giant size and take up owl form, and regain full hit points. You are now unable to use legendary actions, but all other combat can proceed as normal. Whichever plane the combat takes place on is cursed to grow no crops for three centuries.
Description (For the Players)
It is unclear what type of being Y originally was, although speculations abound. Some believe her to have once been a changeling, due to her ability to shapeshift. Others think her to be originally Eladrin, since the appearances she chooses to wear most often resemble Eladrin, although she switches between seasons. Al that can be said for certain of her is that she is a five century (at least) old Fey being, and incredibly powerful.
It is evident that she is a well loved ruler. This can be surmised by the fact that whenever anybody asks a Fey being what they think of their immortal Queen, they will respond by saying that she is not only the greatest Queen the Fey has ever known, but that she is probably the greatest being to have ever lived, and they are so happy to be living under her domain, and love everything she does so much, all the while glancing fearfully behind them and in the trees above them for whatever may be watching or listening.
She typically takes the form of a very tall Eladrin, but has been known to frequent the woods under the guise of an owl.
For the DM
The concept behind Y comes from an observation that I have made that women who want 'things' are seen as materialistic and shallow, while men who want 'things' are seen as ambitious. Yes, this is an oversimplification of a complex socital phenomenon but you know full well what I am talking about, you fuck.
Y's desire to rule the Feywild doesn't come from anything deeper than the need to have access to everything in the Fey whenever she wants it, a need of hers which is made known to the world at large on a very frequent basis. She definitely enjoys everybody being terrified of her, and the general feeling of power, but at the end of the day she just wants to have all the coolest stuff, not in the magpie/dragon way, but in the capitalist power play way.
You can give her a love interest, I typically go with Mavet, the Queen of the Shadowfell, who I also have a character sheet of but it can be any NPC that works in your setting. Just know that if you make it a man, I am glaring at you through the computer.
Some things I enjoy doing with Y include:
- Let the players learn about Y, the Queen of the Fey, from an NPC. Later, introduce Y as an NPC under a different name. It can take several sessions for the players to figure out that they are dealing with Y if you try to not make it too obvious.
- Establishing a very rare or valuble jewel that is out of reach of the players. For example, a ruby in the hand of a 10 meter tall statue standing in the center of town, or a behemoth diamond in a museum. The next session, it is gone, but nobody seems too surprised. Then later in the session, Y is somehow wearing it.
- Having Y befriend the players, letting them stay in wherever she has taken residence, and then turn on them without a thought later in the campaign when they no longer benefit her.
- Having the players attend the most over the top obnoxious party to ever be thrown at Y's place. Then over the course of the party, keep revealing more and more powerful NPCs who are just there for fun, and in the end they meet the ruler of a major outer plane who is just there to have fun with Y.
- Having the players watch a play in which a character playing Y does something stupid, and if the players laugh, later revealing that Y was watching and wants to know what they thought was so funny about it. One way to phrase this is mentioning that everybody else who laughed at that joke is dead, except the players, and she wants to know why that is. This can lead to them offering a specific favor to her, which can lead to a side quest or main quest