Medium Fey, Any Chaotic Alignment
Armor Class 19 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., Fly 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +10, WIS +12, CHA +10
Skills Insight +12, Nature +16, Perception +12, Religion +9
Damage Resistances Lightning, Poison, Radiant
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Truesight 120 ft., Passive Perception 19
Languages Common Sylvan, Elvish, plus up to five other languages, Elvish, Sylvan
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

True Fey. Is completely Immune to being charmed.

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 Druid spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): Faerie Fire, Healing Word, Speak With Animals, thunderwave

2nd level (3 slots): Barkskin, Flame Blade, Flaming Sphere, Heat Metal

3rd level (3 slots): Call Lightning, Daylight, dispel magic, Speak With Plants

4th level (3 slots): Conjure Minor Elementals, Wall of Fire

5th level (3 slots): Conjure Elemental, Geas

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

7th level (1 slot): [Tooltip Not Found], Regenerate

8th level (1 slot): Feeblemind, Sunburst

9th level (1 slot): [Tooltip Not Found]

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

Burning Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of 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.

Burning Touch (Costs 2 Actions). The Archfey uses its Paralyzing Touch.

Stunning Beauty(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 Charisma saving throw against this magic or become stunned until the Archfeys next turn.

Disrupt Life (Costs 3 Actions). The Archfey calls upon Amerin the Everchanging to ain in its time of need. Each creature within 20 feet must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) psychic damage on a failed save or half as much on a successful one.

Description

NOTE NOT OF MY OWN DESIGN, GOT FROM Soulhunter93 ON REDDIT. 

thejnix80818

Comments

Posts Quoted:
Reply
Clear All Quotes