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Hyrsam, Prince of Revelry

Large Fey, Chaotic Neutral

Armor Class 18 natural armor


Hit Points 196 (23d10 + 69)
Speed 40 ft.

STR
14 (+2)
DEX
22 (+6)
CON
16 (+3)
INT
16 (+3)
WIS
19 (+4)
CHA
23 (+6)

Saving Throws DEX +11, WIS +9, CHA +11


Skills Acrobatics +11, Deception +17, Perception +9, Performance +17, Persuasion +17, Sleight
of Hand +11
Damage Resistances Poison, Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Truesight 60ft, Passive Perception 19
Languages Celestial, Common, Elvish, Primordial, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5

Innate Spellcasting. Hyrsam's innate spellcasting ability is Charisma (spell save DC 18, +10 to
hit with spell attacks). Hyrsam can cast the following spells with no material components:
At will: Minor Illusion,  Vicious Mockery (as a 17th level), Charm Person (at 3rd level),
Entangle, Faerie Fire
3/day each: Mass Suggestion, Modify Memory, Greater Invisibility, Polymorph
1/day each: Dominate Monster, Otto's Irresistible Dance, Wall of Thorns

Magic Resistance. Hyrsam has advantage on saving throws against spells and other magical
effects.

Magic Weapons. Hyrsam's weapon attacks are magical.


Legendary Resistance (3/day.) If Hyrsam fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Hyrsam can cast one spell with a casting time of one action and do one note or he
can do two different notes.

Fiddlestick. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing
damage and 9 (2d8) psychic damage. 

Note of Agony. Hyrsam targets one creature it can see within 90ft that can hear it. That creature
must make a DC 18 Constitution saving throw, taking 37 (8d8) psychic damage on a failure and
half as much on a success.

Note of Ecstasy. Hyrsam targets one creature it can see within 90ft that can hear it. That creature
must make a DC 18 Intelligence saving throw. On a success, the creature takes 14 (3d8) psychic
damage. On a failure, the creature is overwhelmed by illusory sensations of pleasure and
tranquility and is stunned until the end of it's next turn. 

Note of Harmony. Hyrsam targets one creature it can see within 90ft that can hear it. That
creature must make a DC 18 Wisdom saving throw. On a success, the creature takes 14 (3d8)
psychic damage. On a failure, the creature is charmed by Hyrsam until the end of Hyrsam's next
turn. It won't attempt to harm Hyrsam's allies or enemies, but will do it's best to help Hyrsam,
protecting him, healing him, or otherwise rendering aid. This effect ends when it sees Hyrsam
harm it or one of it's allies or if it succeeds a save on the end of it's turn. 

Note of Discord. Hyrsam targets one creature it can see within 90ft that can hear it. That
creature must make a DC 18 Charisma saving throw. On a success, the creature takes 14 (3d8)
psychic damage. On a failure, that creature is charmed and must use it's reaction to make a melee
attack against one random creature within range. On their turn, that creature must use it's action
to make a melee attack against a random target within range and use their full movement walking
in a random direction. They won't walk into obvious hazards this way but can invoke opportunity
attacks. This effect ends at the end of their turn.

Reactions

Cunning Stunt. When Hyrsam is hit by a melee attack he can see, he can use his reaction to half
the damage.

Legendary Actions

Hyrsam 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. Hyrsam regains
spent legendary actions at the start of its turn.

Oh, Fiddlesticks!. Hyrsam makes a Fiddlestick attack.


With Friends Like These... All creatures charmed by Hyrsam must make a DC 18 Wisdom
saving throw taking 14 (3d8) psychic damage on a fail and half as much on a success.

Hey What's That Over There!. Hyrsam magically teleports to a location he can see within 60
feet of him.

Description

Hyrsam is one of the most ancient fey creatures in existence. The eldest son of Oran, the Green
Lord, Hyrsam remembers the earliest days of the Feywild, before the Fey Courts were formed,
and even before the fomorians held dominion over the plane. Though Hyrsam plays the fool for
the nobles of the Feywild, he is both clever and erudite, with an in-depth understanding of how
to manipulate others. His true goals are both far-reaching and ambitious: Hyrsam seeks no less
than the complete collapse of all fey kingdoms so that the Feywild might return to its original
pristine state.

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