Legendary resistance (3/day). If the Archfey fails a saving throw, it can choose to succeed instead.
Fey Presence. Each creature of the archfey's choice that is within 30 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become charmed or frightened (archfey's choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archfey's Fey Presence for the next 24 hours.
Spellcasting. The Archfey is an 18th-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 20, +12 to hit with spell attacks). The Archfey has following Wizard spells prepared:
Cantrips (at will): friends, message, prestidigitation, dancing lights, eldritch blast
1st level (5 slots): armor of agathys, sleep, hex
2nd level (4 slots): Moonbeam, crown of madness, darkness
3rd level (4 slots): counterspell, blink, bestow curse, dispell magic
4th level (4 slots): confusion, greater invisibility
5th level (3 slots): seeming, dominate person, scrying
6th level (2 slots): eyebite, mass suggestion
7th level (2 slots): prismatic spray, etherealness
8th level (1 slot): power word stun
Subtle Spell (5/rest). When the Archfey casts a spell, it can do so without any somatic or verbal components.
Swipe Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 12 (3d8 + 4) bludgeoning magic damage.
Screach Ranged Weapon Attack: +7 to hit, reach 30 ft., 3 targets. Hit: 2 (1d4 + 1) Force damage. A creature must make a dexterity save of 14 or be knocked prone
Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the archfey can turn invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of the next turn or until it attacks, makes a damage roll, or casts a spell.
Beguiling Defenses. In response to another creature attempting to charm it, the archfey can attempt to turn the charm back on that creature. The creature must succeed a DC 18 Wisdom saving throw or be charmed for 1 minute or until the creature takes any damage.
Bend Luck (6/day). In response to another creature that the archfey can see making an attack roll, ability check, or saving throw, it can roll 1d4 and apply the number rolled as a bonus or penalty to the creature's roll. It can do so after the creature rolls but before any effects of the roll occur.
Action. The Archfey can cast a cantrip or spell of level 3 and lower.
Dark Delirium ( 2 actions). A creature of the Archfey's choice that it can see within 60 feet of it must make a DC 18 Wisdom saving throw. On a failed save, the creature is charmed or frightened (Archfey's choice) for 1 minute or until the Archfey's concentration is broken (as if concentrating on a spell). This effect end early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm. The creature can see and hear only itself, the Archfey, and the illusion
False Fey. False life is cast at level 5 (1d4+24) Requires NO verbal, somatic or materials
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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