Huge Fey, Any Alignment
Armor Class 20 natural armor
Hit Points 285 (30d10 + 120)
Speed 40 ft., Fly 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws DEX +10, WIS +7, CHA +11
Skills Deception +11, Insight +7, Nature +6, Perception +7, Persuasion +11, Survival +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Elvish, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Based somewhat on Matthew Mercer's homebrew for Saundor. Challenge rating isn't actually 16; this is just to tell D&D Beyond to give a proficiency bonus of +5.

Legendary Resistance (3/Day). If the archfey fails a saving throw, it can choose to succeed instead.

One With Nature. The archfey can communicate with beasts and plants. Furthermore, the archfey is permanently under the effects of a tree stride spell. This effect does not require concentration.

Regeneration. The archfey regains 25 hit points at the start of its turn if it has at least 1 hit point. If the archfey takes at least 20 points of necrotic damage in a round, this trait doesn't function at the start of the archfey's next turn

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 19), requiring no material components:

At will: druidcraft

1/day each: modify memory, seeming, dominate person

3/day each: sleep, calm emotions, blink

Spellcasting. The archfey is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The archfey has following druid spells prepared:
Cantrips (at will): control flames, gust, shape water, mold earth
1st level (4 slots): cure woundshealing wordfaerie fireentangle
2nd level (3 slots): hold personmoonbeamspike growth
3rd level (3 slots): dispel magiccall lightningplant growth
4th level (3 slots): blightdominate beastpolymorphgrasping vine
5th level (2 slots): mass cure woundsinsect plaguecommune with nature
6th level (1 slot): healsunbeam
7th level (1 slot): plane shift

Actions

Multiattack. The archfey makes three attacks with its oathbow.

Oathbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage. When the archfey makes an attack with this bow, it can declare the target its sworn enemy until it dies or until dawn seven days later. The archfey can have only one such sworn enemy at a time. When its sworn enemy dies, it can choose a new one after the next dawn. When the archfey makes an attack against its sworn enemy with the oathbow, it has advantage on the attack roll, the target gains no benefit from half or three-quarters cover, the archfey suffers no disadvantage due to long range, and the attack deals an extra 10 (3d6) piercing damage.

Shroud of the Forest. The archfey, along with anything it is wearing or carrying, becomes invisible for up to 1 minute if there are living plants within 120 feet of it. Whenever the tree that the archfey last utilized for its One With Nature feature takes necrotic damage or dies, the archfey becomes visible.

Misty Delusions (Recharges after a Long Rest). The archfey can choose up to 5 creatures it can see. They must each make a DC 19 Wisdom saving throw. On a failed save, it is charmed or frightened by the archfey (archfey's choice) for 1 minute, believing it is lost in a misty realm of the archfey's creation. It can see and hear only itself, the illusion, and the archfey. This effect ends early for a target if it takes any damage.

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.

Oathbow. The archfey makes one attack with its oathbow.

Teleport. The archfey magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 1–3 Actions). The archfey expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

Lair and Lair Actions

Lair Actions

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

  • Nearby vines, roots, branches, and other types of plant matter gain a minor degree of sentience and stand ready to ensnare those who would cross their paths. All surfaces covered in plant matter within 60 feet of the archfey become difficult terrain for the archfey's enemies until the next initiative count 20. The first time an affected creature attempts to move on its turn, it must make a DC 16 Strength saving throw or be grappled by the vines until the effect ends. 
  • An ethereal mist floats over the lair. All creatures within 120 feet of the archfey must make a DC 16 Wisdom saving throw or be charmed by the archfey until the next initiative count 20.
  • Thorns shoot out from nearby surfaces, pelting down on the archfey's foes. All of the archfey's enemies must make a DC 16 Dexterity saving throw. They take 6d6 piercing damage on a fail save, or half as much damage on a successful one.

Regional Effects

The region containing a legendary archfey’s lair is influenced by the archfey's connection to the Feywild, which creates one or more of the following effects:

  • Time dilates in accordance with the archfey's wishes. The archfey can choose which effect the Feywild Time Warp table creates.
  • Plants become vibrant within the archfey's domain. Some plants may be awakened, and all berries function as goodberries for the archfey and its allies.
  • Beasts native to the archfey's domain may have the fey type.

If the archfey dies, these effects fade over the course of 2d6 days.

Poltea

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