Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 18), requiring no material components:
At will: disguise self, mage armor (self only), silent image, speak with animals
1/day: conjure fey
other magical effects.
Spellcasting: The Archfey is an 18 level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Archfey has the following spells prepared, from the Sorcerer and Warlock spell lists.
Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, true strike, fire bolt
1st level (4 slots): false life, magic missile, hex, chromatic orb
2nd level (3 slots): hold person, shatter, mirror image, blindness/deafness
3rd level (3 slots): dispel magic, lightning bolt, vampiric touch, slow
4th level (3 slots): greater invisibility, hallucinatory terrain
5th level (3 slots): cloudkill, dominate person
6th level (1 slot): chain lightning, eyebite
7th level (1 slot): prismatic spray, finger of death
8th level (1 slot): power word stun, earthquake
9th level (1 slot): power word kill
Euphoric Breath: The Archfey breathes out a cloud of euphoric gas at one creature within 10 feet of it. The target must succeed on a DC Wisdom saving throw of 15, or for one minute the target cannot take reactions and must roll a d6 at the start of each turn to determine its behavior for that turn.
5-6: The target doesn’t move, and the only thing it can do on its turn is to make a DC saving throw of 15, ending the effect on itself on a success.
Legendary Resistance (3/ day): If the Archfey fails a saving throw, it can choose to succeed instead.
Legendary Actions (3/ round): 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: The Archfey casts a cantrip.
- Conjure Fey (costs 2 Actions): As the Archfey, he can summon other Sylvan creatures to fight alongside him in combat or to aid in any myriad of tasks. The creatures he can summon include Blink Dogs, Satyrs, Green and Sea Hags, Faerie Dragons, Pixies, Sprites and Dryads. These summons have the same Charisma and Dexterity as the Archfey, while all other stats remain the same.
- Reversal (costs 3 Actions): Until the Archfey’s next turn, all incoming attacks have the chance to backfire and cause damage to the person who initially attacked the Archfey. Roll a d100: anything below a 50 backfires upon the player and above 50 does not. The damage is at the full amount that it would be used at by the player character, and affects them no matter what spell or AC is at that time.
Description
Magic Resistance: The Archfey has advantage on saving throws against spells and other magical effects.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.
- The Archfey rolls a d8 and regains a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
- The flow of time is altered such that every creature in its lair must reroll Initiative. The Archfey can choose not to reroll.
- Magical fog billows around one creature the Archfey can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by the Archfey until Initiative count 20 on the next round.
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