Medium Fey, Any Chaotic Alignment
Armor Class 17 (natural armor)
Hit Points 250 (18d8 + 54)
Speed 35 ft., Fly 60 ft.
STR
14 (+2)
DEX
18 (+4)
CON
13 (+1)
INT
13 (+1)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +11, INT +8, WIS +11
Skills Arcana +19, Deception +15, History +12, Perception +9
Damage Resistances Fire, Lightning
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the Archfey fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it is destroyed, an Archfey gains a new body in 1d100 years, regaining all its hit points and becoming active again. The new body appears within 5 feet of the center point of its Domain of Delight

Spellcasting. The Archfey is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Archfey has the following wizard spells prepared:

Cantrips (at will): mage hand, fire bolt, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): hold person, blindness deafness, shatter, mirror image

3rd level (3 slots): counterspell, dispel magic, fireball lightning bolt

4th level (3 slots): fire storm, dimension door

5th level (3 slots): dawn, scrying

6th level (1 slot): chain lightning, primordial ward

7th level (1 slot): prismatic spray, plane shift

8th level (1 slot): earthquake, power word stun

9th level (1 slot): wish

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

Actions

Euphoria Breath. The Archfey breathes out a cloud of euphoria 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 can't take reactions and must roll a d6 at the start of each turn to determine its behavior for that turn.

1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6: The target doesn’t move, and the only thing it can do on its turn is make a DC saving throw of 15, ending the effect on itself on a success.

Legendary Actions

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.

Conjure Fey (costs 2 Actions). As the Archfey, they can summon one other Sylvan creature to fight alongside them in combat or to aid in any myriad of tasks. The creature they can summon include: blink dog, satyr, pseudodragon, sprite, pixie and dryad. 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.

 

 

Lair and Lair Actions

An Archfey's Lair

An Archfey is the corporeal manifestation of the Feywild and has control over their Dominions of Delight.  

Everything about a Archfey's lair reflects its wicked cunning and its penchant for trickery, including the magical trees, pools of water, and shimmering winds that surround it. Other feys, sylvan, or sentient bound plants play in multicolored recesses, emerging to taunt those who dare impugn on the Archfey's power.

An Archfey encountered in its lair has a challenge rating of 22 (41,000 XP).

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 spent 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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2021 10:34:30 PM
5
0
1.5
Coming Soon
IbnAJ

Comments

Posts Quoted:
Reply
Clear All Quotes