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.
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.
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.
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