Titania Character in Faerûn | World Anvil
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Titania

Summer Queen, Faerie Queen, Queen of Light

Overview

The lady of the seelie fey, Titania rules the Summer Court from the eternal bliss of the palace of Senaliesse. Titania is imbued with the very essence of summer. Growth and beauty attend her at all times. Wherever she treads, undying summer flowers sprout and bloom. Peace and tranquility adorn her like a veil and she glows with an enchanting golden light. Within all this beauty is one of the most intelligent and dangerous creatures to ever grace the mortal world with her presence.  

Lady of Summer

Titania is the living embodiment of summer and all that entails. Her realm is a paradise of warmth and flowers. Summer eladrin lounge beneath trees in her realm, and are equally prone to acts of passion as they are acts of violence. Titania herself is a formidable foe whose prowess in battle is underestimated at her enemy's risk. She can conjure a wildfire with a mere frown, and she wears the dazzling mantle of the sun.  

Rivalry

Titania is, without a doubt, the most powerful of all the fey lords, rivaled only by the Queen of Air and Darkness. Though apparent bitter rivals, matters are never that simple among the powerful, and doubly so among the unpredictable fey. Titania's court is a world of dangerous double-dealing and clever manipulation, where fey of the Summer and Gloaming courts scheme against one another in ploys that may take decades or even centuries to come to fruition. And firmly in place at the top of her court resides Titania, whose razor-sharp intellect and formidable strength has enabled her to foil all plans against her since time immemorial.  

Titania's Lair

The palace of Senaliesse is a magnificent realm built into the canopy of towering silver trees, woven from the living wood itself and adorned with perfumed flowers and serenely buzzing insects. It is always peaceful here, and pleasures of all kinds can be found within. Here can be found representatives of fey from all across the Feywild, as well as occasional guests from the Outer Planes and even the mortal realm.   Passage into Senaliesse from the mortal realm may occur in dreams, where the sleepers fall asleep at the foot of a great tree and find themselves in the silver branches of the Summer Court. This replicates the effects of the astral projection spell.   While within her lair, Titania recovers 10 hit points at the beginning of her turn and can use her Legendary Resistance an additional 2 times. If Titania is encountered in her lair, she has a challenge rating of 26 (90,000 XP).  

Lair Actions

On initiative count 20 (losing initiative ties), Titania takes a lair action to cause one of the following effects; Titania can't use the same effect two turns in a row.
  • All creatures of Titania's choice within her lair must succeed on a DC 20 Charisma saving throw or have their emotional state altered. This can replicate the effects of a fear or calm emotions spell. All affected creatures have their emotions altered in the same way, and the alteration lasts until initiative count 20 of the next turn.
  • Titania makes one creature friendly to her invisible until initiative count 20 of the next round.
 

Regional Effects

The region containing Titania's lair is warped by her magic, which creates one or more of the following effects:
  • Titania chooses the nature of all dreams that occur within 5 miles of her lair, though not the content. For instance, she can dictate that all dreams become frightening, or peaceful, or strange, though she cannot choose what happens in them. These dreams have no lasting effect on waking. If a creature is affected by the dream spell, that spell takes precedence.
  • At the end of each long rest taken within 5 miles of the lair, each creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is unwilling to leave Titania's realm until it completes another long rest. After three failed saving throws, the creature becomes loyally devoted to Titania and never willingly leaves her realm unless commanded to do so by Titania herself. Only a dispel evil and good spell or similar magic can end this effect. The saving throw is made with disadvantage if the creature willingly consumes any food offered to it by Titania or a creature loyal to her prior to that long rest
  • The weather within 5 miles of Titania's lair is always balmy and pleasant, a perpetual summer evening, unless Titania wishes it otherwise.
   

Titania CR: 24 (62,000 XP)

Medium fey, chaotic neutral
Armor Class: 24
Hit Points: 180 (24d8 + 72)
Speed: 35 ft , can hover

STR

15 +2

DEX

18 +4

CON

17 +3

INT

26 +8

WIS

28 +9

CHA

30 +10

Saving Throws: Dex +11, Int +15, Wis +16, Cha +17
Skills: Arcana +15, History +15, Intimidation +17, Perception +16, Performance +24, Persuasion +17
Damage Resistances: Cold
Damage Immunities: Fire, Lightning, as well as Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
Condition Immunities: Blinded, Charmed, Frightened, Petrified
Senses: Truesight 120 feet, Passive Perception 26
Languages: All, Telepathy 120 feet
Challenge Rating: 24 (62,000 XP)

Golden Radiance. Titania is surrounded by an aura of dim sunlight out to 60 feet. Whenever a creature enters the area illuminated by this light or begins its turn there, it must succeed on a DC 18 Wisdom saving throw or become charmed by Titania until the beginning of its next turn. The creature has advantage on the saving throw if it is currently hostile to Titania. Titania can choose to dismiss or activate this as a free action.   Innate Spellcasting. Titania's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  Sunlight. As a bonus action, Titania transforms into a Medium orb of sunlight or back into her humanoid form. All equipment that she is wearing or carrying merge into this form. In light form, Titania's statistics remain the same except for the following changes: she has a flying speed of 60 feet, she cannot carry anything, and she is immune to being grappled, knocked prone, and restrained.   Legendary Resistance (3/Day). If Titania fails a saving throw, she can choose to succeed instead.   Magic Resistance. Titania has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Titania makes two attacks with either her +3 rapier or bolt.   +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 feet, one target. Hit: 1d8 + 7 piercing damage plus 2d10 radiant damage.   Bolt. Ranged Spell Attack: +17 to hit, range 120 feet, one target. Hit: 2d10 + 10 force damage.   Teleport. Titania teleports to an unoccupied space that she can see within 60 feet.

Legendary Actions

Titania 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. Titania regains spent legendary actions at the start of her turn.   Attack. Titania either makes one attack with her +3 rapier or Bolt.   Teleport. Titania uses her teleport action.   Gaze (Costs 2 Actions). Titania targets one creature within 120 feet that she can see and that can see her. The target must succeed on a DC 25 Charisma saving throw or take 6d10 psychic damage, taking no damage on a success. If the target fails the saving throw and has 100 hit points or fewer, it dies. If the target fails the saving throw and has more than 100 hit points, they contract a form of Short Term Madness until the end of their next turn.

Alignment
Chaotic Neutral
Children
Gender
Female

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