Legendary Resistance (3/day). If Celeborne fails a saving throw, he can choose to pass it instead.
Magic Resistance. Celeborne has advantage on saving throws against spells and other magical effects.
Spellcasting. Celeborne is a 20th level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Celeborne has the following spells prepared:
- Cantrip: Druidcraft, Guidance, Gust, Mending, Resistance
- 1st (4): Charm Person, Cure Wounds, Earth Tremor, Healing Word, Ice Knife.
- 2nd (3): Hold Person, Shatter, Blindness/Deafness, Flame Blade.
- 3rd (3): Dispel Magic, Call Lightning, Vampiric Touch, Slow.
- 4th (3): Blight, Hallucinatory Terrain.
- 5th (3): Conjure Elemental, Contagion, Greater Restoration, Mass Cure Wounds, Reincarnate.
- 6th (2): Heal, Sunbeam, Eyebite.
- 7th (2): Regenerate, Finger of Death.
- 8th (1): Animal Shapes, Antipathy/Sympathy, Feeblemind, Earthquake.
- 9th (1): Power Word Kill, Foresight, True Resurrection.
Nature's Fury. Celeborne summons a weapon from his armory as a bonus action and attacks with his action.
- Dagger. Melee Weapon Attack: +10 to hit. Hit: 6 (1d4 + 4)
- Scimitar. Melee Weapon Attack: +10 to hit. Hit: 7 (1d6 + 4)
- Dragon Slayer Longsword. Melee Weapon Attack: +11 to hit. Hit: 9 (1d8 + 5) Against a Dragon type: 10 (1d10 + 5)
Euphoria Breath. Celeborne 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.
Wild Shape. Celeborne channels his connection to nature to transform into various beasts.
Cantrip. Celeborne casts a cantrip.
Conjure Fey (costs 2 Actions). As the Emperor of the Spring Court, 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 Celeborne, while all other stats remain the same.
Reversal (costs 3 Actions). Until Celeborne's next turn, all incoming attacks have the chance to backfire and cause damage to the person who initially attacked him. 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.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: Celeborne can’t use the same effect two rounds in a row.
- Celeborne 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. Celeborne can choose not to reroll.
- Magical fog billows around one creature Celeborne can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by him until Initiative count 20 on the next round.
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