Large Fey, Any Chaotic Alignment
Armor Class 20 (natural armor)
Hit Points 345 (30d10 + 180)
Speed 30 ft.
STR
20 (+5)
DEX
29 (+9)
CON
22 (+6)
INT
25 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws INT +14, WIS +16, CHA +17
Skills Arcana +14, Deception +17, History +14, Insight +16, Intimidation +17, Perception +16, Persuasion +17
Damage Resistances Necrotic, Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 26
Languages Common, Elvish, Sylvan plus two other languages
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Fey Armory. The archfey's weapon attacks are magical. When the archfey hits with either of its proprietary weapons, the weapons deal an extra 2d8 damage of various types (as described in the attack).

Innate Spellcasting:  The archfey's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, not requiring material components:

At will: minor illusionspeak with animals

2/day each: detect magic, faerie firemisty stepsummon fey

1/day each: conjure fey, geas

Spellcasting. The archfey's spellcasting ability is Charisma (spell save DC 25).  The archfey has the following spells prepared:

Cantrips (at will): dancing lights, druidcrafttrue strikevicious mockery

1st level (4 slots): charm person, ensnaring strike, sleepwitch bolt

2nd level (3 slots): calm emotionscrown of madnessmoonbeam

3rd level (3 slots): bestow cursecounterspellincite greed

4th level (3 slots): banishment, greater invisibilitypolymorph

5th level (3 slots): dominate person, scrying, wall of stone

6th level (2 slots): eyebitemass suggestion

7th level (2 slots): crown of starsetherealness

8th level (1 slot): animal shapes

8th level (1 slot): storm of vengeance

Actions

Sidhe Blade. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 9 (2d8) poison damage.

Fairy Longbow. Ranged Weapon Attack: +16 to hit, range 150/600 ft., one target. Hit: 19 (2d8 + 9) piercing damage plus 9 (2d8) damage chosen from one of the following types: acid, cold, fire, lightning or thunder.  If the archfey's attack roll is 31-34, the archfey fires two arrows of the same damage type at the same time; if the attack roll is 35 or higher,  the archfey fires three arrows.  These arrows may strike the same target or a multiple targets that are within a 15 ft. spread total and not behind one another.

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.

Move. The archfey takes several dancing steps, moving up to half its speed and not provoking any opportunity attacks.

Sidhe Blade.  The archfey makes one attack with its sabre.

Frightening Gaze (Costs 2 Actions). The archfey fifixes 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 creature’s gaze for the next 24 hours.

Description

Archfey are the lords and ladies of feykind, titan-like in being just below the gods in power, ancient and legendary, stewards and wielders of ancient secrets and arcane natural magics.  These beings rule over the vast fantastical expanses of the Feywild, collected into hierarchical and noble courts, the greatest of which are the Seelie and Unseelie court, locked in endless rivalries, war and intrigue with one another.  Beings of great wit and deportment, archfey are near impossible to read, expertly playing their expressions, words and actions to elicit here trust and comfort, there fear and submission, and the like.  Sitting upon vast legions of fey minions, archfey typically remain cloaked in the glimmering shadows of the Feywild, manipulating strings and doling favors and deals, perhaps out of whimsical magnanimity, but often for their own gain and amusement.

Lair and Lair Actions

Archfey's Palace

An archfey resides as lord or lady of their domain, crowned by an opulent and gleaming palace of dreamlike beauty, rising flush out of the Feywild landscape as though it organically grew from it. 

Lair Actions

  • When fighting inside its lair, an archfey can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the archfey takes a lair action to cause one of the following effects: 

The lair is transfigured by the wild magic of the Feywild, harnassed by the archfey.  As an action the lair can by altered in one of the following ways (as though mirage arcane, but real rather than an illusion).  Similarly, the action can revert the domain in one of these forms back to its original state.

Crystal CavernsThe palace appears to have been carved out of a mountain-sized geode rather than built up from the ground.  Rooms are naturally and organically formed from gleaming, glowing crystal growths, and the ground is gritty stone.  All structures take the AC of adamantine, including doors, windows, etc, as they become made of crystal of various levels of translucency.  Any creature that ends its in contact with or within five feet of a wall or ceiling takes 5 (1d10) cold damage.  Additionally, any creature forced against the wall, as by a Shove attack or by a spell or effect that forceably moves a target, takes 7 (2d6) piercing damage.

Quagmire KeepThe palace rises from a bog, mangrove or like swampy terrain, overgrown by vines and abuzz with harmless insects.  The ground is mucky and flooded in ankle deep water.  Any creature that uses less than 10 feet of their movement on their turn must succeed on a DC 25 Dexterity saving throw or become restrained as they sink into the mud.  At the beginning of each turn a restrained player takes 3 (1d6) acid damage and 3 (1d6) damage, and may use their bonus action to make a DC 15 Dexterity or Strength saving throw in order to break free, which uses half their movement for that turn.

Chalet ArborealThe palace is lifted high in the air, suspended between the colossal trunks amidst the canopies of ancient growth trees.  All constructed material in the palace that reasonably can becomes wood, and all windows become opening in the wall.  Any doors to the outside lead to immediate drops the the ground 100 ft. below.  At the beginning of initative count 20, before all else, a great gust blows through the palace and the treetops; all creatures must make a DC 15 Constitution saving throw or take 4 (1d8) damage be blown 20 feet in a direction determined by a d4 (with each number assigned by the DM beforehand).  The archfey makes this check on advantage.  A creature that is blown into a fixed item such as a wall or piece of furniture takes 7 (2d6) bludgeoning damage, and stops moving.  If a creature is blown against a window or door, they must succeed on a DC 20 Dexterity saving throw or be blown through the window or door (which then is forced open if closed) and fall, if it leads outside.

  • The archfey may use an action to cast either mirror image or project image without components.  If the archfey casts project image, no other lair actions can be taken until the lair's concentration ends or is broken.

Regional Effects

  • All creatures of the Fey type, as well as though with Fey Ancestry, gain advantage on all Arcana, Intimidation, Persuasion and Stealth checks.
  • The binds of fey nature that forbid telling outright untruths emanates with great power to all beings who enter the domain.  All attempts to tell untruths require a Deception check on disadvantage, DC 20; if the untruth is being told by a Fey creature or a creature with Fey Ancestry, attempts require a Deception check on double disadvantage (the lowest of 3d20).
  • For all spells that manipulate non-animal natural elements (e.g. water, stone, plants), but not those that conjure, transmute or banish those elements, any checks for their success are made on advantage.
AldebaranB

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