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.
Psychic Aversion. If the Archfey takes psychic damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Iron Aversion. If the Archfey is struck by a weapon containing iron, they are seared and take an additional 1d4 damage from the blow. Non-magical weapons containing iron negate the resistance from non-magical attacks.
Spellcasting. The Archfey is an 16th-level caster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The Archfey has the following spells prepared:
-
Cantrips (at will): Druidcraft, Eldritch Blast, Infestation, Primal Savagery
-
1st level (4 slots): Charm Person, Cure Wounds, Faerie Fire, Healing Word
-
2nd level (3 slots): Blindness/Deafness, Hold Person, Mirror Image, Misty Step
-
3rd level (3 slots): Counterspell, Dispel Magic, Plant Growth, Vampiric Touch
-
4th level (3 slots): Greater Invisibility, Hallucinatory terrain
-
5th level (2 slots): Dream, Geas
-
6th level (1 slot): Eyebite, Scatter
-
7th level (1 slot): Mirage Arcane
-
8th level (1 slot): Feeblemind
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (5d6) fire damage. Target must make a Dexterity saving throw DC 18 or be set aflame. Target can then spend their next action to put out the flames or take an additional 1d6 of damage at the end of each turn they are still aflame.
The Archfey conjures a momentary whirl of branches and vines at a point they can see within 60 feet of themselves. Each creature in a 30-foot cube on that point must make a DC 21 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. (Taken from the Trostani)
The Archfey can take 3 legendary actions, choosing from the options below. Only one legendary action 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 (costs 1 action). The Archfey may cast a cantrip
Shrouding Mist (costs 2 actions). The Archfey causes thick mist to envelop the area in a 60 foot radius, centered on the Archfey, before dissipating at the end of its next turn. The area becomes heavily obscured for all within and peering into the mists.
Conjure Hounds (costs 3 actions). The Archfey summons two Valenar Hounds to aid in protecting it against danger.
-
View User Profile
-
Send Message
Posted Jan 18, 2021Some creator's notes here:
This is the second version (it will improve) of a concept for a BBEG for a one shot mini series I am running for my friends. This will be my first time DMing. They will be a six person party at level 11 when they face it, and the party is comprised of a Wizard, Sorcerer, Bard, Paladin, Fighter, and Druid. Due to circumstances, they will not have armour, though they will have magical items.
I know this probably needs a lot of work, I have never done this before, and I hope it will improve in time as I gain experience DMing, and I learn how the party works together. I will gladly accept constructive criticism, so long as it remains constructive.
There is an in game reason for there being psychic aversion, as well as a bit of healing, I assure you. It is there for story reasons, as well as to give the party something to exploit.
Sources for homebrew that gave inspiration and ball parks for everything so I give credit where it is due:
https://www.pinterest.ca/pin/470907704780967999/
https://www.tumgir.com/tag/homebrew monsters
https://brynvalk.wordpress.com/2015/06/09/monsters-of-dnd-the-archfey/
https://********/bestiary.html#trostani_ggr,scaled:22