Medium Fey, Neutral Evil
Armor Class 27 (natural armor)
Hit Points 500 (40d8 + 100)
Speed 30 ft., Burrow 300 ft. Within its domain it can appear anywhere it wants by traveling along the roots and branches.
STR
18 (+4)
DEX
26 (+8)
CON
26 (+8)
INT
24 (+7)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +13, DEX +17, CON +17, INT +16, WIS +11, CHA +12
Skills Arcana +21, History +14, Insight +15, Perception +15
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Tremorsense In its domain, Truesight 120 ft., Passive Perception 40
Languages Common plus up to five other languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the fairy fails a saving throw, it can choose to succeed instead.

Legendary Defense (5/Day). If the fairy is hit by an attack, it can choose to have the attack miss instead.

Rejuvenation. If it has a Life Tree, a destroyed fey gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. If the fey dies in its Life Tree, it gains a new body in turns instead.

Dominate Firen(Elves) and Fey. Any fey creatures or Firen (Elves) without legendary resistance that hears the words of the Fairy are charmed and are considered under the influence of the dominate monster spell.

Spellcasting. The fairy is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +13 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): guidance, druidcraft, thorn whip

1st level (4 slots): faerie fire, ray of sickness, shield, arms of hadar

2nd level (3 slots): spike growth, zone of truth, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, conjure animals

4th level (3 slots): blight, conjure woodland beings

5th level (3 slots): wrath of nature, tree stride 

6th level (1 slot): conjure fey, druid grove

7th level (1 slot): finger of death, transport via plants

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

9th level (1 slot): power word kill

Turn Resistance. The fairy has advantage on saving throws against any effect that turns fey.

Tree Stride. The fairy can move within its Life Tree and reappear anywhere within its domain

 

Actions

Woodification Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 23 Constitution saving throw or be petrified. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Death Gaze (Recharge 6). The fey looks at a target it wants to kill. The target must make a Wisdom saving throw DC 23 or die. The creature’s HP is reduced to 0 on a successful save.

Bonus Actions

Animate Branch. The fey animates a nearby branch. Treat the branch as if it was a Treant except it can’t use its animate ability and can’t move more than 60 ft from its starting location. The branch remains animated as long as there is an enemy within 60 ft of it.

Reactions

Dominated Sacrifice. The fey can trade places with a dominated creature. The Dominated creature becomes the target of whatever the fey was targeted by.

Legendary Actions

The lich 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 lich regains spent legendary actions at the start of its turn.

Cantrip. The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Conjure Helper (Costs 3 Actions). Summon 1d6 Dryads they appear anywhere within 30 ft of the Fey or anywhere within its domain. A fey can have no more than 7 Dryads summoned at a time.

Lair and Lair Actions

A Fairy Lair

A fairy often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of green magic. Alternatively, some fairy construct secret tombs filled with powerful guardians and traps.

Everything about a fairy’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.

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

Lair Actions

On initiative count 20 (losing initiative ties), the Fey can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:

  • The Fairy 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 Fairy targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 23 Constitution saving throw. On a failed save, the fey takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
  • The Fairy calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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