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Faerie Queen, Sovereign of the Twilight Glades

Faerie Queen, Sovereign of the Twilight Glades
Create

The Faerie Queen is an ethereal vision of otherworldly beauty. She stands tall and graceful, with flawless, pale skin that seems to shimmer faintly in moonlight. Her eyes gleam like molten gold or icy silver, piercing and hypnotic. Her long hair flows like liquid starlight, shifting colors with her mood—sometimes deep violet, other times vibrant green or fiery red. She wears a gown woven from delicate spider silk, adorned with living flowers and shimmering leaves that bloom and wither as she moves. Her presence radiates a faint, intoxicating glow, and the air around her is tinged with the scent of wildflowers and distant storms.


Behavior:
The Faerie Queen is enigmatic and capricious, blending charm with cruelty. She is highly intelligent and manipulative, preferring subtlety over brute force. She often appears benevolent or playful to lure mortals into her realm, but her kindness is always a façade hiding dangerous whims or dark bargains. She rarely fights directly, instead weaving illusions, curses, and enchantments to control or torment those who cross her path. She values art, music, and riddles and may challenge intruders with tests of wit and grace.


Habitat:
The Faerie Queen rules over a twilight realm where reality bends—a shifting glade between worlds, bathed in perpetual dusk or dawn. Her domain is a forest of ancient trees whose leaves whisper secrets, populated by strange, magical creatures. This realm is accessible only through hidden portals, often found in ancient groves, ringed by mushrooms, or deep caves beneath moonlit hills.


Modus Operandi:
The Faerie Queen lures mortals with promises of beauty, knowledge, or power. Once drawn into her realm, visitors find time distorted and escape nearly impossible without her consent. She ensnares victims through bargains sealed with enigmatic terms or by enchanting them into eternal servitude. Her powers include shape-shifting, illusion, mind control, and manipulating nature itself. She often tests her prey with elaborate games, twisting their desires to trap them.


Motivation:
The Faerie Queen is driven by a desire to maintain and expand her dominion, to preserve the balance between the mortal and fae worlds on her own terms. She craves adoration, artistic expression, and the thrill of dominance. Though not inherently evil, she is indifferent to mortal suffering, viewing humans as pawns or playthings in her eternal dance of power and beauty.


  • Faerie Queen 5e
  • Faerie Queen, Pathfinder
  • Faerie Queen 3.5
Faerie Queen, Sovereign of the Twilight Glades
Create

Medium fey, chaotic neutral

The Faerie Queen is a mesmerizing figure of delicate grace and terrible power, ruling the twilight realms with charm and cunning. Though not physically imposing, her presence warps minds and nature alike to her will.


Armor Class: 21 (Natural Armor)
Hit Points: 310 (23d8 + 207)
Speed: 40 ft., fly 60 ft. (hover)

STRDEXCONINTWISCHA
16 (+3)24 (+7)25 (+7)22 (+6)24 (+7)30 (+10)

Saving Throws: Dex +14, Wis +14, Cha +18
Skills: Arcana +13, Deception +18, Insight +14, Persuasion +18, Stealth +14
Damage Resistances: Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Truesight 120 ft., Passive Perception 17
Languages: All, Telepathy 120 ft.
Challenge: 23 (50,000 XP)


Fey Presence (Recharge 5–6)

The Faerie Queen radiates a magical aura. Each creature of her choice within 60 feet that can see her must succeed on a DC 26 Wisdom saving throw (spell save DC 26) or be charmed or frightened (the Faerie Queen’s choice) for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns.


Innate Spellcasting

The Faerie Queen’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

  • At will: Charm Person, Faerie Fire, Invisibility (self only), Misty Step
  • 3/day each: Dominate Monster, Phantasmal Killer, Greater Invisibility, Wall of Thorns, Mirror Image
  • 1/day each: Foresight, Mass Suggestion, Power Word Stun, Plane Shift

Legendary Resistance (3/Day)

If the Faerie Queen fails a saving throw, she can choose to succeed instead.


Magic Resistance

The Faerie Queen has advantage on saving throws against spells and other magical effects.


Magic Weapons

The Faerie Queen’s weapon attacks are magical.


Actions

Multiattack

The Faerie Queen makes three attacks: two with her Scepter of Enchantment and one with her Whip of Briars.


Scepter of Enchantment (Melee Weapon Attack)

+14 to hit, reach 10 ft., one target.
Hit: 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) psychic damage.
The target must succeed on a DC 26 Wisdom saving throw or be charmed for 1 minute. The target can repeat the saving throw at the end of each of its turns.


Whip of Briars (Melee Weapon Attack)

+14 to hit, reach 30 ft., one target.
Hit: 14 (2d8 + 7) slashing damage plus 10 (3d6) poison damage.
The target must succeed on a DC 26 Constitution saving throw or be restrained by magical thorny vines for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns.


Enthralling Gaze (Recharge 6)

The Faerie Queen fixes her gaze on one creature she can see within 120 feet. The target must succeed on a DC 26 Wisdom saving throw or be charmed and incapacitated for 1 minute. While charmed in this way, the target is under the Faerie Queen’s control and obeys her verbal commands. The effect ends if the Faerie Queen or an ally harms the target or if she loses concentration (as if concentrating on a spell).


Legendary Actions

The Faerie Queen 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. She regains spent legendary actions at the start of her turn.

  • Fey Step. The Faerie Queen magically teleports up to 60 feet to an unoccupied space she can see.
  • Twisting Illusions (Costs 2 Actions). Creatures of her choice within 60 feet must succeed on a DC 26 Intelligence saving throw or be affected as if by the Confusion spell until the end of their next turn.
  • Commanding Presence (Costs 3 Actions). One creature charmed by the Faerie Queen can immediately use its reaction to make one weapon attack or cast a spell.

Lair Actions

While in her lair, on initiative count 20 (losing initiative ties), the Faerie Queen can invoke ambient magic to take one lair action:

  • Wild Growth. Vines and flowers rapidly grow in a 30-foot radius centered on a point the Faerie Queen chooses within the lair. The area becomes difficult terrain, and creatures that start their turn there take 10 (3d6) piercing damage from thorns.
  • Enchanted Mist. A thick, sparkling mist fills a 60-foot radius. Creatures in the mist have disadvantage on Wisdom saving throws and perception checks relying on sight until the next round.
  • Glamour of the Queen. The Faerie Queen casts Faerie Fire (no concentration) on up to three targets of her choice in the lair.

Regional Effects

The area surrounding the Faerie Queen’s lair (up to 6 miles) is warped by her fey magic. While inside this region:

  • Plants grow unnaturally fast, blooming or rotting in minutes.
  • Time seems to warp; creatures might lose track of hours or days.
  • Faeries and other fey creatures are emboldened and more likely to appear.
  • Creatures have disadvantage on saving throws against charm and fear effects.

If the Faerie Queen dies or is driven away, these effects fade over 1d10 days.


Tactics:
The Faerie Queen uses charm and illusion spells to control the battlefield and weaken foes before striking. She restrains dangerous enemies with her Whip of Briars, then focuses attacks with her Scepter of Enchantment. Her legendary actions let her reposition quickly or manipulate charmed allies. If threatened, she escapes with Fey Step, Greater Invisibility, or Plane Shift to regroup.

Faerie Queen, Sovereign of the Twilight Glades
Create

CR 21
XP 204,800
Medium fey


Defense

AC: 38, touch 24, flat-footed 28 (+6 Dex, +14 natural, –2 size)
HP: 310 (23d8+207)
Fort: +18, Ref: +23, Will: +22
Defensive Abilities: DR 15/cold iron and silver; immunity to poison, sleep, paralysis, charm, fear, and mind-affecting effects; resistance acid 10, cold 10, fire 10; fast healing 10


Offense

Speed: 40 ft., fly 60 ft. (good)
Melee: +2 Scepter of Enchantment +28/+23/+18 (1d8+10 plus 2d6 psychic) and Whip of Briars +28/+23 (1d6+7 plus 1d6 poison and entangle)
Space/Reach: 5 ft./10 ft. (scepter), 5 ft./30 ft. (whip)

Special Attacks:

  • Fey Presence (Su): As fascinate or fear (Will DC 26 negates), affects all creatures in 60 ft. radius, usable 3/day.
  • Enthralling Gaze (Su): One creature within 120 ft. must succeed on Will DC 26 or be dominated and paralyzed for 1 minute; usable once every 1d4 rounds.
  • Spell-Like Abilities (CL 23rd; concentration +28)
    • At will: charm person, faerie fire, invisibility (self only), misty step
    • 3/day each: dominate monster, phantasmal killer, greater invisibility, wall of thorns, mirror image
    • 1/day each: foresight, mass suggestion, power word stun, plane shift

Statistics

Str 16, Dex 22, Con 24, Int 22, Wis 22, Cha 32
Base Atk: +17; CMB: +24; CMD: 41 (42 vs. trip)
Feats: Combat Reflexes, Improved Initiative, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Weapon Focus (Whip), Weapon Specialization (Whip), Greater Weapon Focus (Whip), Improved Critical (Whip), Combat Expertise, Dodge, Mobility
Skills: Bluff +34, Diplomacy +34, Fly +26, Intimidate +28, Knowledge (arcana) +31, Perception +27, Sense Motive +27, Spellcraft +31, Stealth +26, Use Magic Device +34
Languages: Common, Sylvan, Elven; telepathy 100 ft.


Ecology

Environment: Feywild or similar mystical realms
Organization: Solitary
Treasure: Standard (including magical scepter and whip)


Special Abilities

Fey Presence (Su):
As a standard action, the Faerie Queen can force creatures within 60 ft. to make a Will save (DC 26) or become fascinated or frightened (her choice) for 1 minute. Usable 3/day.

Enthralling Gaze (Su):
Once every 1d4 rounds, the Faerie Queen can lock eyes with one creature within 120 ft. The target must succeed on a Will save (DC 26) or be dominated (as dominate person) and paralyzed for 1 minute. The effect ends if the Faerie Queen or an ally harms the target.

Whip of Briars:
This magical whip deals 1d6 slashing plus 1d6 poison damage. On a failed Fortitude save (DC 26), the target is entangled by magical thorny vines for 1 minute (can attempt save each round).

Scepter of Enchantment:
This magical scepter deals 1d8 bludgeoning plus 2d6 psychic damage. On a failed Will save (DC 26), the target is charmed for 1 minute (can repeat save each round).


Combat Strategy

The Faerie Queen controls the battlefield with enchantments and illusions, using charm and domination to turn foes into allies or neutralize threats. She restrains enemies with her whip and punishes them with her scepter. Highly mobile and elusive, she uses teleportation, invisibility, and foresight to stay one step ahead of her opponents.

Faerie Queen, Sovereign of the Twilight Glades
Create

This beautiful woman has an elven appearance. Although slight of stature, she embodies regality and power with her mere presence. She is adorned in a suit of the finest chainmail, and carries a glittering rapier and shimmering bow.

Originally Posted by Shade of the En World forums.

On this Thread

The Faerie Queen rules the Seelie Court. Her unearthly beauty is legendary, as is her fairness and devotion to her subjects. she is devoted to her “children” but is fair to travelers she encounters—so long as they have not mistreated the faerie folk. The Faerie Queen is the last surviving Sie, the magical progenitor race of both the seelie faeries and elvenkind.

The Faerie Queen considers herself the ultimate protector of the faeries, protecting, nurturing, and punishing them as a mother does her children. Punishment generally results in temporary or permanent banishment from the Seelie Court. Because the love for their queen is so strong, exile is the worst form of punishment imaginable to them.

The Faerie Queen stands 5 feet tall and weighs 70 pounds.

The Faerie Queen speaks Celestial, Common, Draconic, Elven, Gnome, and Sylvan.

Faerie Queen
Medium fey
Hit Dice36d6+108 (234 hp)
Initiative+4
Speed40 ft. (8 squares), Fly 40 ft. (good)
Armor Class32 (+4 Dexterity, +9 deflection, +9 +5 greater silent moves elven chain), touch 13, flat-footed 28
Base
Attack/Grapple
+18/+18
Attack+4 keen dancing rapier +26 melee (1d6+4/15-20) or +3 composite longbow of distance +25 ranged (1d8+3/x3)
Full Attack+4 keen dancing rapier +26/+21/+16/+11 melee (1d6+4/15-20) or +3 composite longbow of distance +25/+20/+15/+10 ranged (1d8+3/x3)
Space/Reach5 ft./5 ft.
Special
Attacks
Seelie spell of forgetting, spell-like abilities, spells
Special
Qualities
Armored mage, damage reduction 20/cold iron and epic, immunity to illusions and mind-affecting spells and abilities, Low-Light Vision, Spell
Resistance
33, wild empathy
SavesFort +24, Ref +33, Will +37
AbilitiesStrength 10, Dexterity 18, Constitution 16, Intelligence 27, Wisdom 26, Charisma 28
SkillsBalance +8, Bluff +48, Concentration +42, Diplomacy +56, Disguise +9 (+13 acting), Escape Artist +43, Handle Animal +48, Hide +43, Intimidate +13, Jump +8, Knowledge (Arcana) +47, Knowledge (nature) +47, Listen +47, Move Silently +43, Sense Motive +47, Spellcraft +51 (+55 scrolls), Spot +47, Survival +8 (+12 in aboveground natural environments), Tumble +43, Use Magic Device +48 (+52 scrolls), Rope Use+4 (+8 bindings)
FeatsAutomatic Quicken Spell, Epic Spell Focus (enchantment), Extend spell, Greater Spell Focus (enchantment), Improved Metamagic, Improved Spell Capacity (x2), Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Concentration), Spell Focus (enchantment), Weapon Finesse
EnvironmentThe Seelie Court
OrganizationSolitary or Court (the Faerie Queen plus 4-32 seelie faeries of various sizes)
Challenge Rating22
TreasureDouble standard (excludes weapons and armor listed above)
AlignmentChaotic good
Advancement
Level
Adjustment

COMBAT

Una and Lion by British painter Briton Rivière (1840-1920). Faerie Queen
Una and Lion by British painter Briton Rivière (1840-1920).

The Faerie Queen rarely fights alone, for she is always accompanied by other seelie faeries, who will defend her to the death. She fights alongside her kin, blending her mastery of magic with her prowess with rapier and bow.

Armored Mage (Ex): The Faerie Queen does not have an arcane spell failure chance when wearing light armor.

Seelie Spell of Forgetting (Sp): At will, the Faerie Queen may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the Faerie Queen. All creatures within the pixie dust must succeed on a DC 25 Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream.

Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the Faerie Queen so desires. For example, the Faerie Queen might cast this spell on a lost traveler to make him or her forget the faerie’s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.

If the recipient again encounters a faerie or place “forgotten” as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics.

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.

A limited wish, miracle, or wish can restore the lost memories.

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. fey are immune to this ability, while elves and druid gain a +4 bonus on their saves.

Spell-Like Abilities: Always active – detect chaos, detect evil, detect good, detect law;

at will – invisibility (self only).

Caster level 36th.

Spells: The Faerie Queen casts spells as a 20th-level sorcerer.

The Faerie Queen can also cast cleric spells and those from the Animal, Luck, Plant, and Trickery domains as arcane spells.

sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7/1/1, save DC 19 + spell level, enchantment spells DC 22 + spell level):

Unearthly Grace (Su): The Faerie Queen adds her Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Vulnerability to Salt (Ex): If the Faerie Queen is struck by salt (usually thrown as a splash weapon), she immediately becomes visible and cannot use her invisibilty spell-like ability for 1d4 minutes.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the Faerie Queen has a +10 racial bonus on the check (and a +4 synergy bonus from her Handle Animal skill ranks).

Originally appeared in Blood Spawn (2002).

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