Here is a draft I created for a campaign of mine, it is about a recurring NPC who is also the Archfey Patron of one of the characters. What are your thoughts concerning the concept and execution of designing this being? Obviously, the party is generally not meant to fight it, since a direct confrontation would spell death.
Memneleth, Lord of Betrayal, Master of the Treacherous Winds
Type: Fey (Archfey)
Alignment: Unknown
Size: Medium (Humanoid Form); Huge (True Form)
Space: 5 feet (Humanoid Form); 20 feet by 20 feet by 30 feet (True Form)
Supreme Knowledge: Memneleth is proficient at all skills and also has expertise at Deception, Insight, Intimidation, and Perception skill checks.
Perpetual Awareness: Memneleth gains a +5 bonus to his AC and his passive perception and passive investigation. Also, he cannot be surprised, invisible creatures gain no benefit when attacking him from being invisible, and he has advantage at initiative checks.
Limited Magic Immunity: Unless he wishes to be affected, Memneleth is completely immune to spells of 4th level or lower, as well as cantrips cast by creatures of 16th level or of challenge rating 16 or lower. He has advantage on saving throws against all other spells and magical effects.
Legendary Resistance (4/day): If Memneleth fails at a saving throw, he can choose to succeed instead.
Regeneration: Memneleth regains 30 hit points at the start of his turn so long as he has at least 1 hit point.
Indomitable Existence: Memneleth reduces the damage he suffers from any kind of attack by 9, to a minimum of 0 damage. Should he be reduced to 0 hit points, he does not die; instead, he gains the benefits of a Power Word Heal spell, and he can use his Winds of Vengeance, Aura of Chaos, and Alter Reality abilities as a bonus action instead of an action until the end of his next Long Rest. After gaining the benefits of a Power Word Heal spell through the use of this ability, he cannot do so again until after the end of his next Long Rest. If he is reduced to 0 hit points again before taking a Long Rest, his body is destroyed and he can only communicate via those pactbound to him using telepathy (this form of telepathy has unlimited range and can cross planar boundaries).
Unfathomable Will: Creatures of 16th level or lower or of challenge rating 16 or lower automatically fail at all saving throws against Memneleth’s abilities, spells, and power; likewise, Memneleth automatically succeeds at all attack rolls against such creatures, though he still rolls to see whether he scores a critical hit. Additionally, he does not suffer an automatic failure on a natural 1 at any attack roll or saving throw he makes, and all his abilities, spells, and powers ignore resistance and immunity to Psychic damage.
Innate Spellcasting (Charisma-based, Spell Save DC 27, Spell Attack bonus +19, No Components Required): • At Will – Invisibility, Dispel Magic (8th), Tasha’s Hideous Laughter (8th), Nystul’s Magic Aura, Silence, Tasha’s Mind Whip (8th), Charm Monster (9th), Hold Monster (9th), Project Image, Mirage Arcane, Wind Wall, Bestow Curse (6th), Control Weather, Counterspell, Summon Fey (9th). • 5/day – Synaptic Static, Mass Suggestion, Modify Memory (9th), Mental Prison, Dominate Monster (9th), Power Word Kill, Bestow Curse (9th), Disintegrate (9th), Plane Shift, Teleport, Heal (9th). • 3/day – Gate, Time Stop, True Resurrection, Weird.
Pact of Blood and Soul: Memneleth can act as the Archfey patron for any potential warlock who wishes to serve him. Memneleth can use his Innate Spellcasting through a creature bound to him should he so desire, and can also communicate with a warlock serving him as though via a Sending spell, which has no chance of not being delivered if the recipient is on a different plane of existence, and the recipient cannot reply back. Also, any creature bound to Memneleth that dies has its soul drawn to him, becoming his property unless he chooses otherwise.
Master of Eloquence: No form of mortal magic can reveal if Memneleth is lying, and he treats any roll of less than 15 as a 15 at all his Charisma (Deception) checks. His thoughts likewise cannot be read, and others can communicate with him telepathically only should he allow it.
Magical Attacks: All of Memneleth’s attacks are magical and of the same level of power as an artifact for the purpose of overcoming resistance and immunity to non-magical damage.
ACTIONS
Winds of Vengeance (Recharges on a 5-6): As an action, Memneleth can conjure an extremely powerful blast of tornado-force winds in a 1-mile radius, centered on his person. This blast lasts until the start of his next turn, and it has the following effects: • All ranged attacks against Memneleth have disadvantage and they suffer a -1d4 penalty on the attack roll. • Creatures that Memneleth chooses within range have all their speeds halved. • Should a creature succeed at an attack roll against Memneleth, it must succeed at a DC 27 Strength saving throw or suffer 3d6 points of Force damage, be pushed back by up to 30 feet, and be knocked prone. • All natural fires are extinguished, all fires created by magic are dispelled, and anyone trying to cast a spell or use an ability that creates fire or deals fire damage must succeed at a DC 27 Constitution saving throw in order to be able to do so; failure results in the action and resources (such as spell slots used) to be wasted with no effect.
Aura of Chaos (Recharges on a 5-6): As an action, Memneleth can emanate an aura of madness, malice, and chaos at a range of 1000 feet. This aura lasts until the beginning of his next turn, and creatures within range must succeed at a DC 27 Wisdom saving throw. Those who succeed take 5d6 points of Psychic damage; those who fail lose any immunity they possess to the Charmed and Frightened condition for 24 hours, and they take 5d8 points of Psychic damage and become either Charmed by, or Frightened of Memneleth (his choice for each creature so affected separately) for 1 round. If a creature rolls a natural 20 at its saving throw it becomes immune to Memneleth’s Aura of Chaos for 24 hours. If a creature rolls a natural 1 at its saving throw it becomes temporarily confused, and for the next 1 minute at the start of each of its turns, there is a 50% chance that Memneleth can choose the creature’s actions. Memneleth becomes fully aware of such an affected creature’s abilities, and can choose any kind of action the creature can potentially take, choosing targets as he sees fit for every action thus taken.
Alter Reality (Recharges on a 6): Memneleth can exert control over reality according to his portfolio and domain. Should he so desire, he can, as an action, duplicate the Wish spell either in order to create the effects of any spell of 8th level or lower, or to promote any action that creates unforgiving winds and storms, promotes treachery, or forces creatures to betray their allies, loved ones, or even their own morals and ideals. Should any Spell Attack roll or Saving Throw be required, Memneleth has a +19 Spell Attack bonus and a 27 Spell Save DC. Also, unlike a regular Wish spell, this form of magic never hampers Memneleth in any way as a Wish spell could, and it counts as beyond mortal magic (ergo over 9th level spell) and thus cannot be dispelled or countered by spells of 9th level or lower.
Multiattack: Memneleth makes a total of four attacks, choosing between his Spirit Blast and Blade of Duplicity.
Blade of Duplicity: Melee Attack Roll: +19, reach 5 feet (in humanoid form) or 20 feet (in true form). Hit: 17 (2d6 + 10) Piercing damage plus 10 (3d6) Psychic damage. On a critical hit the target must make a DC 27 Intelligence saving throw or subtract 1d4 from the next attack roll or saving throw it makes until the end of its next turn, as illusions assault and distract its mind.
Spirit Blast: Ranged Attack Roll: +19, reach 600 feet. Hit: 32 (5d8 + 10) Psychic damage. If the target is at less than half its hit point maximum, it also has all its speeds halved, and it cannot regain hit points lost by damage until the end of its next turn.
BONUS ACTIONS
Teleport: Memneleth teleports at an unoccupied space he can see within 150 feet.
Change Form: Memneleth switches between his humanoid form and his true form. He can remain in either form indefinitely, and both forms count as his natural form. In his humanoid form he has advantage at checks to pass as a fey creature with elven features, and he has advantage at Charisma (Persuasion) checks. In his true form he commands authority and respect, and he has advantage at Charisma (Intimidation) checks.
Conjure Fey Horror: Memneleth conjures a corrupted, twisted version of a fey creature that resembles a Large Wolf-like beast. Its statistics are detailed below. Memneleth can conjure up to two such creatures at a time, and they serve him unquestionably until they die or until Memneleth’s body is destroyed. Memneleth can dismiss one or both of the Fey Horrors currently conjured (no action required), and they regain 30 hit points for every round they remain dismissed. Should a Fey Horror’s hit points be reduced to 0, it is destroyed and Memneleth must wait for 1 hour after its destruction before conjuring it again.
Magical Attacks: All the Fey Horror’s attacks are magical for the purpose of overcoming resistance and immunity to non-magical damage.
ACTIONS
Multiattack: The Fey Horror makes a Bite attack and one Claws attack.
Bite: Melee Attack Roll: +12, reach 10 feet. Hit: 17 (2d10 + 6) Slashing damage plus 11 (2d10) Poison damage, and the target must succeed at a DC 20 Constitution saving throw or be Poisoned for 1 round.
Claws: Melee Attack Roll: +12, reach 5 feet. Hit: 20 (4d6 + 6) Slashing damage and the Fey Horror can attempt an Athletics check to grapple the creature if it is of Huge size or smaller.
BONUS ACTIONS
Spectral Lash: Ranged Attack Roll: +11, reach 120 feet. Hit: 19 (4d6 + 5) Bludgeoning damage plus 10 (3d6) Psychic damage, and the target must succeed at a DC 19 Strength saving throw or be pulled at an unoccupied space adjacent to the Fey Horror.
Wings of Malice: In response to being targeted by an attack by another creature, Memneleth uses the power of vengeful eyes on the wings of his back to curse his attacker with misfortune. The attacker suffers disadvantage on the attack roll, and nothing save direct divine intervention can cancel the disadvantage. Should this particular attack succeed, the attacker takes half the damage it dealt to Memneleth.
LEGENDARY ACTIONS
Memneleth can take 5 legendary actions per round, but can take only one legendary action immediately after another creature’s turn. He regains all expended uses of his legendary actions at the start of each of his turns.
Attack: Memneleth makes an attack using Blade of Duplicity or Spirit Blast.
Teleport: Memneleth uses his Teleport bonus action.
Innate Spellcasting: Memneleth uses a spell available to him via his Innate Spellcasting.
Gaze of Despair (costs 2 legendary actions): Memneleth focuses his gaze on one target of his choice, and it must succeed at a DC 27 Wisdom saving throw. If it fails at its saving throw, it suffers 35 (10d6) points of Psychic damage and must subtract 1d4 from all its attack rolls, ability checks, skill checks, and saving throws it makes until the end of its next turn.
Wail of Tormented Souls (costs 3 legendary actions): Conjuring the pain, hatred, and sorrow of those who have died as a result of an act of treachery, Memneleth unleashes a horrid wave of despair at a radius of 150 feet. Creatures he chooses within range must make a DC 27 Charisma saving throw or take 33 (6d10) points of Psychic damage and have their hit point maximum reduced by an equal amount. Creatures whose hit point maximum drops to 0 due to this ability die and their souls become Memneleth’s property as if they had formed a pact with him. The only way to restore the hit point maximum of affected creatures apart from direct divine intervention, is to use a Wish spell, which automatically restores all affected creatures’ hit point maximum to its normal (though it will not restore the damage inflicted as part of this particular casting of Wish).
Symphony of Destruction (costs 4 legendary actions, can only be used if Memneleth has benefited from the effects of a Power Word Heal spell via his Indomitable Existence ability): Memneleth pools all his hatred and malice in a litany so foul and profane, it scorches the souls of all who hear his voice in a 1-mile radius. All creatures within range must make a DC 27 Constitution saving throw or take 70 (20d6) points of Psychic damage and suffer two levels of Exhaustion. This ability bypasses a creature’s immunity to the Exhaustion condition, and if a creature accumulates six levels of Exhaustion or its hit points drop to 0 through this ability, it does not die; instead, it grovels in the ground, wallowing in despair, unable to move or take any kind of action, unless it accepts a pact with Memneleth or Memneleth wishes to remove these levels of Exhaustion and restore its hit points to 1 (no action required).
The concept is that this being as an Archfey has no ability to interact with other non-ethereal creatures that do not enter its domain, and requires its chosen followers to exert it's influence on the material plane.
The point of my post is if this stat block can serve as an inspiration when designing incredibly powerful monsters or not. Think of it as food for thought, a mental exercise if you will.
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Here is a draft I created for a campaign of mine, it is about a recurring NPC who is also the Archfey Patron of one of the characters.
What are your thoughts concerning the concept and execution of designing this being?
Obviously, the party is generally not meant to fight it, since a direct confrontation would spell death.
Memneleth, Lord of Betrayal, Master of the Treacherous Winds
Type: Fey (Archfey)
Alignment: Unknown
Size: Medium (Humanoid Form); Huge (True Form)
Space: 5 feet (Humanoid Form); 20 feet by 20 feet by 30 feet (True Form)
Abilities: Strength 27, Dexterity 30, Constitution 26, Intelligence 29, Wisdom 28, Charisma 30.
Proficiency Bonus: +9; Languages: All (can communicate telepathically at a range of 600 feet).
Hit Points: 1000 (50d12 + 400)
Saves: Strength +8, Dexterity +19, Constitution +17, Intelligence +9, Wisdom +18, Charisma +19.
Armor Class: 25 (+10 Dexterity, +5 Perpetual Awareness)
Skills: Acrobatics +19, Athletics +17, Arcana +18, Perception +27, Insight +27, Deception +28, Intimidation +28, History +18, Nature +18, Investigation +18, Persuasion +19, Stealth +19, Religion +18, Survival +18, Sleight of Hand +19, Performance +19, Medicine +18.
Senses: Darkvision 600 feet, True Sight 150 feet; Passive Perception 42.
Supreme Knowledge: Memneleth is proficient at all skills and also has expertise at Deception, Insight, Intimidation, and Perception skill checks.
Perpetual Awareness: Memneleth gains a +5 bonus to his AC and his passive perception and passive investigation. Also, he cannot be surprised, invisible creatures gain no benefit when attacking him from being invisible, and he has advantage at initiative checks.
Condition Immunities: Blinded, Deafened, Charmed, Disease, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned.
Damage Immunities: Bludgeoning, Piercing, and Slashing from non-magical and non-silvered attacks; Psychic, Poison.
Damage Resistances: Fire, Cold, Lightning, Acid.
Speed: 50 Feet (Humanoid Form), 100 feet (True Form); Fly 50 feet (hover) (Humanoid Form), Fly 100 feet (hover) (True Form).
Limited Magic Immunity: Unless he wishes to be affected, Memneleth is completely immune to spells of 4th level or lower, as well as cantrips cast by creatures of 16th level or of challenge rating 16 or lower. He has advantage on saving throws against all other spells and magical effects.
Legendary Resistance (4/day): If Memneleth fails at a saving throw, he can choose to succeed instead.
Regeneration: Memneleth regains 30 hit points at the start of his turn so long as he has at least 1
hit point.
Indomitable Existence: Memneleth reduces the damage he suffers from any kind of attack by 9, to
a minimum of 0 damage. Should he be reduced to 0 hit points, he does not die; instead, he gains
the benefits of a Power Word Heal spell, and he can use his Winds of Vengeance, Aura of Chaos,
and Alter Reality abilities as a bonus action instead of an action until the end of his next Long
Rest. After gaining the benefits of a Power Word Heal spell through the use of this ability, he
cannot do so again until after the end of his next Long Rest. If he is reduced to 0 hit points again
before taking a Long Rest, his body is destroyed and he can only communicate via those
pactbound to him using telepathy (this form of telepathy has unlimited range and can cross
planar boundaries).
Unfathomable Will: Creatures of 16th level or lower or of challenge rating 16 or lower automatically
fail at all saving throws against Memneleth’s abilities, spells, and power; likewise, Memneleth
automatically succeeds at all attack rolls against such creatures, though he still rolls to see
whether he scores a critical hit. Additionally, he does not suffer an automatic failure on a natural
1 at any attack roll or saving throw he makes, and all his abilities, spells, and powers ignore
resistance and immunity to Psychic damage.
Innate Spellcasting (Charisma-based, Spell Save DC 27, Spell Attack bonus +19, No Components
Required):
• At Will – Invisibility, Dispel Magic (8th), Tasha’s Hideous Laughter (8th), Nystul’s Magic
Aura, Silence, Tasha’s Mind Whip (8th), Charm Monster (9th), Hold Monster (9th), Project
Image, Mirage Arcane, Wind Wall, Bestow Curse (6th), Control Weather, Counterspell,
Summon Fey (9th).
• 5/day – Synaptic Static, Mass Suggestion, Modify Memory (9th), Mental Prison, Dominate
Monster (9th), Power Word Kill, Bestow Curse (9th), Disintegrate (9th), Plane Shift, Teleport,
Heal (9th).
• 3/day – Gate, Time Stop, True Resurrection, Weird.
Pact of Blood and Soul: Memneleth can act as the Archfey patron for any potential warlock who
wishes to serve him. Memneleth can use his Innate Spellcasting through a creature bound to him
should he so desire, and can also communicate with a warlock serving him as though via a
Sending spell, which has no chance of not being delivered if the recipient is on a different plane of
existence, and the recipient cannot reply back. Also, any creature bound to Memneleth that dies
has its soul drawn to him, becoming his property unless he chooses otherwise.
Master of Eloquence: No form of mortal magic can reveal if Memneleth is lying, and he treats any
roll of less than 15 as a 15 at all his Charisma (Deception) checks. His thoughts likewise cannot be
read, and others can communicate with him telepathically only should he allow it.
Magical Attacks: All of Memneleth’s attacks are magical and of the same level of power as an
artifact for the purpose of overcoming resistance and immunity to non-magical damage.
ACTIONS
Winds of Vengeance (Recharges on a 5-6): As an action, Memneleth can conjure an extremely
powerful blast of tornado-force winds in a 1-mile radius, centered on his person. This blast lasts
until the start of his next turn, and it has the following effects:
• All ranged attacks against Memneleth have disadvantage and they suffer a -1d4 penalty on
the attack roll.
• Creatures that Memneleth chooses within range have all their speeds halved.
• Should a creature succeed at an attack roll against Memneleth, it must succeed at a DC 27
Strength saving throw or suffer 3d6 points of Force damage, be pushed back by up to 30
feet, and be knocked prone.
• All natural fires are extinguished, all fires created by magic are dispelled, and anyone
trying to cast a spell or use an ability that creates fire or deals fire damage must succeed
at a DC 27 Constitution saving throw in order to be able to do so; failure results in the
action and resources (such as spell slots used) to be wasted with no effect.
Aura of Chaos (Recharges on a 5-6): As an action, Memneleth can emanate an aura of madness,
malice, and chaos at a range of 1000 feet. This aura lasts until the beginning of his next turn, and
creatures within range must succeed at a DC 27 Wisdom saving throw. Those who succeed take
5d6 points of Psychic damage; those who fail lose any immunity they possess to the Charmed and
Frightened condition for 24 hours, and they take 5d8 points of Psychic damage and become either
Charmed by, or Frightened of Memneleth (his choice for each creature so affected separately) for 1
round. If a creature rolls a natural 20 at its saving throw it becomes immune to Memneleth’s Aura
of Chaos for 24 hours. If a creature rolls a natural 1 at its saving throw it becomes temporarily
confused, and for the next 1 minute at the start of each of its turns, there is a 50% chance that
Memneleth can choose the creature’s actions. Memneleth becomes fully aware of such an affected
creature’s abilities, and can choose any kind of action the creature can potentially take, choosing
targets as he sees fit for every action thus taken.
Alter Reality (Recharges on a 6): Memneleth can exert control over reality according to his
portfolio and domain. Should he so desire, he can, as an action, duplicate the Wish spell either in
order to create the effects of any spell of 8th level or lower, or to promote any action that creates
unforgiving winds and storms, promotes treachery, or forces creatures to betray their allies,
loved ones, or even their own morals and ideals. Should any Spell Attack roll or Saving Throw be
required, Memneleth has a +19 Spell Attack bonus and a 27 Spell Save DC. Also, unlike a regular
Wish spell, this form of magic never hampers Memneleth in any way as a Wish spell could, and it
counts as beyond mortal magic (ergo over 9th level spell) and thus cannot be dispelled or
countered by spells of 9th level or lower.
Multiattack: Memneleth makes a total of four attacks, choosing between his Spirit Blast and Blade
of Duplicity.
Blade of Duplicity: Melee Attack Roll: +19, reach 5 feet (in humanoid form) or 20 feet (in true form).
Hit: 17 (2d6 + 10) Piercing damage plus 10 (3d6) Psychic damage. On a critical hit the target must
make a DC 27 Intelligence saving throw or subtract 1d4 from the next attack roll or saving throw it
makes until the end of its next turn, as illusions assault and distract its mind.
Spirit Blast: Ranged Attack Roll: +19, reach 600 feet. Hit: 32 (5d8 + 10) Psychic damage. If the target
is at less than half its hit point maximum, it also has all its speeds halved, and it cannot regain hit
points lost by damage until the end of its next turn.
BONUS ACTIONS
Teleport: Memneleth teleports at an unoccupied space he can see within 150 feet.
Change Form: Memneleth switches between his humanoid form and his true form. He can remain
in either form indefinitely, and both forms count as his natural form. In his humanoid form he has
advantage at checks to pass as a fey creature with elven features, and he has advantage at
Charisma (Persuasion) checks. In his true form he commands authority and respect, and he has
advantage at Charisma (Intimidation) checks.
Conjure Fey Horror: Memneleth conjures a corrupted, twisted version of a fey creature that
resembles a Large Wolf-like beast. Its statistics are detailed below. Memneleth can conjure up to
two such creatures at a time, and they serve him unquestionably until they die or until
Memneleth’s body is destroyed. Memneleth can dismiss one or both of the Fey Horrors currently
conjured (no action required), and they regain 30 hit points for every round they remain
dismissed. Should a Fey Horror’s hit points be reduced to 0, it is destroyed and Memneleth must
wait for 1 hour after its destruction before conjuring it again.
====================================================================================
Fey Horror
Type: Fey
Size: Large
Space: 10 feet by 15 feet by 10 feet
Alignment: Unknown
Hit Points: 170 (20d6 + 100)
Abilities: Strength 22, Dexterity 20, Constitution 20, Intelligence 12, Wisdom 18,
Charisma 14.
Proficiency Bonus: +6; Languages: All (cannot speak).
Saving Throws: Strength +6, Dexterity +5, Constitution +5, Intelligence +7, Wisdom
+10, Charisma +8.
Armor Class: 20 (Natural)
Skills: Perception +10, Insight +10, Stealth +11, Athletics +12, Survival +10.
Speed: 100 feet; climb 100 feet; swim 100 feet.
Senses: Darkvision 120 feet, True Sight 30 feet; Passive Perception 20.
Magical Attacks: All the Fey Horror’s attacks are magical for the purpose of
overcoming resistance and immunity to non-magical damage.
ACTIONS
Multiattack: The Fey Horror makes a Bite attack and one Claws attack.
Bite: Melee Attack Roll: +12, reach 10 feet. Hit: 17 (2d10 + 6) Slashing damage plus 11
(2d10) Poison damage, and the target must succeed at a DC 20 Constitution saving
throw or be Poisoned for 1 round.
Claws: Melee Attack Roll: +12, reach 5 feet. Hit: 20 (4d6 + 6) Slashing damage and
the Fey Horror can attempt an Athletics check to grapple the creature if it is of
Huge size or smaller.
BONUS ACTIONS
Spectral Lash: Ranged Attack Roll: +11, reach 120 feet. Hit: 19 (4d6 + 5) Bludgeoning
damage plus 10 (3d6) Psychic damage, and the target must succeed at a DC 19
Strength saving throw or be pulled at an unoccupied space adjacent to the Fey
Horror.
====================================================================================
REACTIONS
Wings of Malice: In response to being targeted by an attack by another creature, Memneleth uses
the power of vengeful eyes on the wings of his back to curse his attacker with misfortune. The
attacker suffers disadvantage on the attack roll, and nothing save direct divine intervention can
cancel the disadvantage. Should this particular attack succeed, the attacker takes half the damage
it dealt to Memneleth.
LEGENDARY ACTIONS
Memneleth can take 5 legendary actions per round, but can take only one legendary action
immediately after another creature’s turn. He regains all expended uses of his legendary actions
at the start of each of his turns.
Attack: Memneleth makes an attack using Blade of Duplicity or Spirit Blast.
Teleport: Memneleth uses his Teleport bonus action.
Innate Spellcasting: Memneleth uses a spell available to him via his Innate Spellcasting.
Gaze of Despair (costs 2 legendary actions): Memneleth focuses his gaze on one target of his
choice, and it must succeed at a DC 27 Wisdom saving throw. If it fails at its saving throw, it suffers
35 (10d6) points of Psychic damage and must subtract 1d4 from all its attack rolls, ability checks,
skill checks, and saving throws it makes until the end of its next turn.
Wail of Tormented Souls (costs 3 legendary actions): Conjuring the pain, hatred, and sorrow of
those who have died as a result of an act of treachery, Memneleth unleashes a horrid wave of
despair at a radius of 150 feet. Creatures he chooses within range must make a DC 27 Charisma
saving throw or take 33 (6d10) points of Psychic damage and have their hit point maximum
reduced by an equal amount. Creatures whose hit point maximum drops to 0 due to this ability die
and their souls become Memneleth’s property as if they had formed a pact with him. The only way
to restore the hit point maximum of affected creatures apart from direct divine intervention, is to
use a Wish spell, which automatically restores all affected creatures’ hit point maximum to its
normal (though it will not restore the damage inflicted as part of this particular casting of Wish).
Symphony of Destruction (costs 4 legendary actions, can only be used if Memneleth has benefited
from the effects of a Power Word Heal spell via his Indomitable Existence ability): Memneleth
pools all his hatred and malice in a litany so foul and profane, it scorches the souls of all who
hear his voice in a 1-mile radius. All creatures within range must make a DC 27 Constitution saving
throw or take 70 (20d6) points of Psychic damage and suffer two levels of Exhaustion. This ability
bypasses a creature’s immunity to the Exhaustion condition, and if a creature accumulates six
levels of Exhaustion or its hit points drop to 0 through this ability, it does not die; instead, it
grovels in the ground, wallowing in despair, unable to move or take any kind of action, unless it
accepts a pact with Memneleth or Memneleth wishes to remove these levels of Exhaustion and
restore its hit points to 1 (no action required).
Memneleth's Humanoid Form



Memneleth's True Form
Why does this fey need anybody? They could singlehandedly fight every other
titancreature simultaneously.Homebrew: dominance, The Necrotic
Extended signature
The concept is that this being as an Archfey has no ability to interact with other non-ethereal creatures that do not enter its domain, and requires its chosen followers to exert it's influence on the material plane.
The point of my post is if this stat block can serve as an inspiration when designing incredibly powerful monsters or not. Think of it as food for thought, a mental exercise if you will.