b'Limbite, Fey Noble \n'b'  Family:   Limbite  \n'b'  Medium   fey  (limbite),  chaotic neutral  \n'b'  Armor Class  20 (Fey Grace)  Hit Points  144 (17d8 + 68)  Speed  40 ft.\n'b' STATS STR: 12 (+1) DEX:  20 (+5)  CON:  18 (+4)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99t 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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Boon of Immortality . The noble is immune to any effect that would age it, and it can\xe2\x80\x99t die from old age. \n'b'  Fey Grace . The noble add their  Charisma  modifier to armor class,  initiative  checks, and  Dexterity  saving throws. \n'b'  Innate Spellcasting . The noble\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 24). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : druidcraft \n'b'  3/day each :  bless ,  conjure animals ,  giant insect ,  moonbeam ,  suggestion  \n'b'  1/day each :  conjure fey ,  mass cure wounds  \n'b'\n'b'  Legendary Resistance (2/Day) . If the noble fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . The noble has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The noble\xe2\x80\x99s weapon attacks are magical. \n'b'  Plant Camouflage (Seelie Only) . The noble has advantage on  Dexterity  ( Stealth ) checks it makes in any terrain with ample obscuring vegetation. \n'b'  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). \n'b'  Shadow Stealth (Unseelie Only) . While in dim light or darkness, the unseelie can take the  Hide  action as a bonus action. \n'b'  Speak with Beasts and Plants . The noble can communicate with beasts and plants as if they shared a language. \n'b'  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.\n'b'\n'b'\n'b'  Cantrips (at will) :  mending ,  resistance  \n'b'  1st level (4 slots) :  cure wounds ,  entangle ,  faerie fire ,  purify food and drink  \n'b'  2nd level (3 slots) :  hold person ,  locate animals or plants ,  spike growth  \n'b'  3rd level (3 slots) :  call lightning ,  dispel magic ,  plant growth , speak with plant. \n'b'  4th level (3 slots) :  confusion ,  polymorph  \n'b'  5th level (1 slot) :  commune with nature  \n'b'\n'b'  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) \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The noble makes two Bewitching Bolt attacks. \n'b'  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\xe2\x80\x99s affiliation:\n'b'\n'b'\n'b' Summer (fire), Winter (cold), Fall (necrotic), Spring (piercing), Seelie (radiant) \n'b'\n'b'  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. \n'b'  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. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Fey Step . The noble teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing  initiative  ties), the noble can take one of the following lair  actions ; it can\xe2\x80\x99t take the same lair action two rounds in a row. \n'b'\n'b'  Multiattack . The noble uses Multiattack. \n'b'  Cast Spell . The noble casts one of its spells up to 3rd level, without using components or a spell slot. The noble can\xe2\x80\x99t 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 . \n'b'  Improved Cure . If the noble casts  cure wounds  using its lair action, it regains the maximum number of  hit points  from the spell (28). \n'b'\n'b' ABOUT \n'b' 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.'