Hidden Magic. The fey and all her magic is undetectable by any effect that detects magic or fey presence, and cannot be dispelled or supressed by dispel magic, dispel evil and good, or protection from evil and good.
Innate Spellcasting (Psionics). The fey's innate spellcasting ability is Charisma (spell save DC 29). It can innately cast the following spells, requiring no components:
At will: detect thoughts, suggestion, charm monster, confusion, enthrall, sleep 3/day each: mass suggestion, modify memory, summon fey, compulsion, greater invisiblilty, geas, dominate person,calm emotions 1/day each: dominate monster, feeblemind, plane shift (self only), project image, scrying, telekinesis, symbol, power word heal, regenerate, true resurrection, true polymorph, gate
Psychic Link. The fey targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the fey can perceive everything the target senses. The fey can terminate the link at any time (no action required). If it is aware of the link, the target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the fey are more than 5 miles apart, with no consequences to the target. The fey can form psychic links with up to ten creatures at a time.
Creature Sense. The fey is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Soothing Presence. The fey radiates an aura of enchantment within 30 feet of her. Any non-fey creature that starts its turn in the aura must make a DC 27 Wisdom saving throw or be charmed by the fey and by each other creature charmed this way. Charmed creatures may repeat the save every minute, or upon taking damage. If a creature rolls a natural one on the save, they roll additional saves with disadvantage. While charmed this way, their speed is reduced by 5 ft(to a minimum of 0 ft), they cannot take reactions, they can only make one attack each turn, and can take an action or a bonus action on their turn, not both.
Unearthly Grace. The fey may add her charisma modifier to her AC, so long as she is now wearing armor or wielding a shield.
Legendary Resistance (5/Day). If the fey fails a saving throw, she can choose to succeed instead.
Subtle Charm. A creature charmed by the fey is not aware of being charmed, even when the effect ends. In addition, the fey can alter the charmed creature's memory of what happened while it was charmed when the charm effect ends.
Beguiling Gaze. One creature charmed by the fey within 60 feet must make a DC 29 Wisdom saving throw or be charmed for 10 minutes. While charmed this way, the creature is stunned.
Psychic Bond. Melee Spell Attack: +10 to hit, reach 5 ft., 1 target charmed by Soothing Presence. Hit: The creature is magically cursed until the curse is cured by remove curse or similar magic. While cursed this way, the creature has disadvantage on wisdom saving throws forced by fey creatures. In addition, the target is under the effect of the fey's Psychic Link(no save allowed).
Psychic Blast. Melee or Ranged Spell Attack: +19 to hit, range 100 ft or 5 ft., one target. Hit: 51 (6d12 + 10) psychic damage.
Sense Thoughts. The fey targets a creature with which it has a psychic link. The fey gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves or hates). The elder brain can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the fey succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
Remove Memories. Each non-fey creature in a 60 foot radius must make a DC 29 Wisdom saving throw or have no memory of what happened in the past 24 hours. The fey may choose to lower the forgotten time.
Mark of Chaos. Melee Spell Attack: Automatic hit, range 5 ft, one target under the effect of the fey's beguiling gaze. The target must make a DC 27 Charisma saving throw or be cursed. While cursed this way, the target's alignment shifts to chaotic, and they gain a tendency to make minor pranks and to lie more often. The curse can be removed only by divine intervention.
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Reaction Name. Enter the description for your action.
Has 5 legendary actions.
Attack (Costs 1 Actions). Uses the Psychic Blast action
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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