Since the rise of the “young” races, the boundaries of Faerie have waned and receded farther into the shadows. Once great powers and influences have been diminished or forbidden or forgotten. As the ancient traditions faded and the Old World separated from the New, some were compelled to depart along with it, by necessity or by choice or by force. Whether exiled wanderers or founders of new kingdoms beyond the veil, the fairest of Otherworld came to be called the sidhe and are wardens of the secret places, the forgotten ways, and the faerie roads. You’ll often find them near barrows and sacred oaks, near moonlit monoliths and other remnants of the old ways.

Here, however, we deal only with the fragmented aristocracy of the lords and ladies of the Seelie Court.

Seelie Champion

Still glittering with dawn-lit dew, a splendid spectacle emerges: in gleaming gallantry, Faerie parades an equestrian exhibition-of-arms before the garlanded pavilions of the Seelie queen, king, and their courts.

These are the shining of the sidhe, traveled from kingdoms and worlds far and away, gathered now to compete in the grand tourneys of Beltane or the other spring carnivals, contests, and quests of the blessed courts. Here before an acknowledged aristocracy, these and other champions of Faerie take to the field of arms seeking status, rank, and reward for themselves and their respective lands and lineages. From among them, only one will emerge as Seelie champion, bestowed with the favors and blessings of the May Queen, the ear and the trust of the Summer King, and the deference and respect of the Seelie Court. The title must be relinquished or successfully defended each Beltane and Midsummer, though “qualified” challenges are rarely refused.

Sir Morgryth Ebongleam

Born to considerably less than noble parentage, Sir Morgryth Ebongleam is, nonetheless, the current Seelie champion—making him grand knight marshal of the blessed court, captain of the May Queen’s honor guard, and personal sword martial (enforcer) to the Summer King. For four years, Morgryth has, with dignity, skill and grace, defeated all challengers fair and foul. While not of highborn blood, Morgryth is also the heir apparent to the Earldom of Rivenwood, currently ruled by his aunt and patron, the Grande Dame Lady Morvaen. The same Morvaen who slew the black wyrm Obsydiax, an Unseelie serpent who’s final raging death throes tore open the Great Scar and rent the Mistwood forest (now the Rivenwood) nearly in two. Granted a nobles title and royal stewardship of the forestlands she liberated, Countess Morvaen’s “house” has quietly ruled the Rivenwood for centuries since.

Sir Morgryth Ebongleam

Medium fey (sidhe), chaotic good
Armor Class 17 (21 with breastplate and shield)
Hit Points 144 (22d8 +42)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+3) 15 (+2) 15 (+2) 16 (+3) 14 (+2) 20 (+5)

Saving Throws Str +8, Dex +11, Con +6 Cha +9
Skills Acrobatics +6, Animal Handling +6, Arcana +7, Athletics +8, History +7, Insight +6, Perception +6
Senses darkvision 90 ft., passive Perception 18
Languages Common, Elvish, Sylvan
Challenge 12 (8,400)

Benison of the Blessed Court. Morgryth has advantage against spells and magical effects. He may cast the following spells 1/day, each requiring no components: counterspell, dispel magic, magic circle, true seeing.

Crusader’s Spurs. These prize mithral spurs double the proficiency bonus for any Acrobatics, Animal Handling, and Athletics checks made while mounted. The spurs also enable the casting of phantom steed up to 3/day between sunrise and sunset.

Fey Grace. Sidhe add their Charisma modifier to armor class, initiative checks, and Dexterity saving throws.

Spirit of the Summer Lands. Morgryth is immune to charm, paralysis, and magical sleep and has resistance to bludgeoning, piercing, and slashing damage from weapons that aren’t magical, silver, or made of iron.

The May Queen’s Favor. A shimmering scarf of cobweb and thistledown infused with spring’s vitality and the distilled luck of the fair folk, while exposed to light from the stars, moon, or sun, this prize converts all critical hits on the wearer to normal hits and grants immunity to exhaustion and poisoned effects.

ACTIONS

Flicker and Fade (30 Feet/Day). As a standard action, a sidhe may “leap” between spaces as if by dimension door. This magical “flicker” must begin and end within 30 feet of some discernible light source. A sidhe can “jump” a total of 30 feet per day in 10-foot increments (that is, 3 x 10-foot leaps or 1 x 30-foot leap per day). Using this ability with a faerie mount brings the mount along as part of the movement.

Pride and Prejudice. While mounted, Sir Morgryth has advantage on all attack rolls and doubles his lance proficiency against mounted targets.

Bramblethorn Lance (+1). Melee Weapon Attack: +9 to hit (+13 vs. mounted,) reach 10 ft., one target. Hit: 12 (1d12 +5) piercing. Targets must succeed at a DC 16 skill check Wisdom (Animal Handling) if mounted, or Dexterity (Acrobatics) if afoot, to avoid being unhorsed and, or knocked prone. Prone targets contacting natural soil instantly suffer effects of the entangle spell. Up to 3 medium or smaller targets may be affected simultaneously. This ability will not function after sunset.

Ebony Heirlooms. Etched in bright copper and gleaming like black glass, Morgryth’s antique helm, cuirass, and shield afford him and his mount (when applicable) regeneration, regaining 10 hit points each at the beginning of their turn. If Morgryth or his mount take acid, fire, or radiant damage, this trait ceases to function until the next dawn.

Gleamsteel (Longsword +2). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 +5) slashing and succeed at a DC 16 Intelligence save or be affected by blinding smite.

Multiattack. Morgryth makes 3 gleamsteel attacks.

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