Medium Fey (Elf), Neutral Evil
Armor Class 16
Hit Points 135 (18d8 + 54)
Speed 30 ft., fly 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
17 (+3)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +10, WIS +12, CHA +10
Skills Deception +10, Insight +12, Intimidation +9, Perception +12, Persuasion +8, Religion +9, Stealth +10
Damage Vulnerabilities Radiant
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 20
Languages Common, Druidic, Elvish, Sylvan, Telepathy 120 ft.
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.

Magic Resistance. The archfey has advantage on saving throws against spells and other magical effects.

World Shaper. The archfey can morph and shape the natural world around it's lair in the Feywild. The landscape, plant and animal life is magically altered to the archfey's preference and whims.

Stunning Beauty. Any humanoid that looks at the archfey must make a DC 16 Dexterity saving throw to avert their gaze, or become stunned for 2 rounds. The archfey can suppress this ability at will as a bonus action. If the creature is a humanoid male, he must also make a DC 17 Wisdom saving throw or gain temporary insanity from love sickness.

Actions

Spellcasting. The archfey's spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archfey has the following spells prepared:

At will: druidcraft, prestidigitation, speak with animals / plants, tongues, entangle, dominate beast, animal messenger, thorn whip, faerie fire, dancing lights, barkskin, thaumaturgy, tree stride, vicious mockery, bane, ray of frost

3/day: minor illusion, detect magic, polymorphcharm person, control water, move earth, control winds, conjure fey, conjure minor elemental, counter spell, ray of sickness, command, cone of cold, darkness, silence, misty step, blight, cloudkill, fear

1/day: dream, major image, dominate monster, invisibility, fly, control weather, bestow curse, geas, conjure elemental, wall of ice, sleet storm, feeblemind

Description

Archfey are fey beings who have gained nearly god-like powers and established a position of preeminence among fey-kind. Each archfey has a unique appearance and set of abilities, most also control a portion of the Feywild, and have self-proclaimed titles. Some of them are powerful fey of many races, others are the awakened spirits of natural places such as forests or rivers, others the sentient incarnations of different types of animals, and others were noble eladrin so old and powerful they transcended the bounds of mortality. Some archfey are regarded as deities and granted divine abilities to their worshipers. Archfey can be contacted by a willing warlock to form a fey pact. Archfey are often aloof and haughty, but still like to work mischief upon mortals who stumble into their realm. They experience turbulent and powerful emotions, their rage and grief physically warps the land, and when in love, all nearby plants spontaneously sprout roses and scented flowers. Archfey engage in constant petty scheming against one another, struggling for court positions, fighting over people to love and marry, and using their many minions to spy on one another.

The Queen of Darkness and Cold rules the court of the Unseelie fey, who possess darkness and cold abilities, while their adversaries in the court of the Seelie fey are ruled by the Summer Queen Titania. Unseelie fey are evil and highly dangerous, although they tend to toy with their prey rather than kill it immediately. If you're lucky, they might try to persuade you to become their pet and attack their rivals. Many have personality disorders and extreme mood swings. Thankfully, they are also very rare, and keep to the dark areas of the Feywild.

Monster Tags: fey

Habitat: Forest

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