Large Fey, Any Chaotic Alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., Climb 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +10, INT +9, WIS +12
Skills Arcana +9, History +9, Insight +12, Nature +12, Survival +12
Damage Resistances Acid, Lightning, Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Celestial, Common, Draconic, Druidic, Elvish, Primordial, Sylvan
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the archfey fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed archfey gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The archfey is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The archfey has the following spells:

Cantrips (at will): Druidcraft, Mending, Poison Spray

1st level (4 slots): Charm Person, Sleep, Healing Word, Thunderwave, Faerie Fire

2nd level (3 slots): Calm Emotions, Flaming Sphere, Hold Person, Lesser Restoration, Phantasmal Force

3rd level (3 slots): Call Lightning, Sleet Storm, Blink, Plant Growth

4th level (3 slots): Polymorph, Conjure Woodland Beings, Greater Invisibility

5th level (3 slots): Wall Of Stone, Commune With Nature, Dominate Person

6th level (1 slot): Sunbeam, Conjure Fey

7th level (1 slot): Fire Storm, Reverse Gravity

8th level (1 slot): Earthquake, Feeblemind

9th level (1 slot): Storm Of Vengeance

Turn Resistance. The archfey has advantage on Wisdom saving throws.

Actions

Archfey Scimitar: Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 11 (1d6+1) slashing damage and (2d6) poison damage. The target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw on its turns, ending the effect on itself on a success.

Legendary Actions

The archfey 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. The archfey regains spent legendary actions at the start of its turn.

Cantrip. The archfey casts a cantrip.

Archfey Scimitar (Costs 2 Actions). The archfey attacks with its scimitar.

Frightening Gaze (Costs 2 Actions). The archfey fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the archfey's gaze for the next 24 hours.

Drain Life (Costs 3 Actions). Each living creature within 20 feet of the archfey must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

An Archfey’s Grove (lair)

An archfey often has an area it prefers, such as a field, a tree, or a swamp. Alternatively, some archfeys construct large homes from wood, vines and other natural materials.

Everything about a archey's grove reflects its connection to the world and its creatures, including the magic and mundane traps that secure it. Fey, animals, and living plants lurk in damp recesses, emerging to destroy those who dare to disturb the archfey's peace.

A archfey encountered in its grove has a challenge rating of 22 (41,000 XP).

Grove Actions

On initiative count 20 (losing initiative ties), the archfey can take a grove action to cause one of the following magical effects; the archfey can’t use the same effect two rounds in a row:

  • The archfey rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Whenever the archfey takes damage a vine tethers the archfey to the attacker, the target must make a DC 18 Wisdom saving throw. On a failed save, the archfey takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the archfey or the target is no longer in the archfey's grove.
  • The archfey calls forth the plants that live in its grove. These plants appear and attack one creature the archfey can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) Poison damage on a failed save, or half as much damage on a success. The creatures then leave immediately.

Monster Tags: fey

Habitat: ForestGrasslandHillMountainSwamp

KinArch

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