Medium Fey, Chaotic Evil
Armor Class 18 Natural Armour
Hit Points 246 (29d8 + 116)
Speed 35 ft., Fly 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws DEX +8, WIS +11, CHA +13
Skills Deception +12, Insight +10, Perception +10, Persuasion +12
Damage Resistances Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120ft, Truesight 120ft, Passive Perception 20
Languages Celestial English, French, Druidic, Elvish, Sylvan
Challenge 17 (18,000 XP)
Proficiency Bonus +6
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.

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

 

Actions
Flaming Touch. 

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.

Wrath of Mat'Selesnya (Recharge 5–6). 

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)

Legendary Actions

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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2021 1:32:01 AM
10
1
1
Coming Soon
1/18/2021 4:15:17 PM
11
1
1.5
Coming Soon
1/18/2021 9:41:28 PM
13
2
1.75
Coming Soon

Habitat: Forest

ClassicalCavalier

Comments

Posts Quoted:
Reply
Clear All Quotes