Feywild Royalty. While the Prince is in their Feywild domain, they can draw on the magical power of fey spirits present and cast all spells of their Innate Fey Casting at will. They are also magically aware of all other creatures in the domain, except for those who are protected by a nondetection spell or similar magic, and can cast scrying on these creatures at will. When casting scrying in this way, calculate the save modifier as if the Prince were familiar with these creatures regardless of their actual relationship.
Legendary Resistance (3/Day). If the Prince fails a saving throw, they can choose to succeed instead.
Magic Resistance. The Prince has advantage on saving throws against spells and other magical effects.
Plant's Embodiment. The Prince can communicate with plants as if they shared a language. Plants and Plant Creatures are charmed by him as long as they can perceive him.
Spirit Transfiguration. If their court hasn't been desecrated, the Prince gains a new body in 1d10 + 2 days after having been killed, regaining all their hit points and becoming active again. Their new body appears somewhere within their court in the Feywild, born from what looks like a giant Venus Flytrap sprouting over the time period it takes for the transfiguration to manifest itself.
Tree Stride. Once on their turn, the Prince can use 10 feet of their movement to step magically into one living tree within their reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Multiattack. The Prince makes three attacks.
Poisonous Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 17 (5d6) poison damage, and the target must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Herbal Touch (4/Day). The Prince touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, exhaustion, poison, blindness, or deafness.
Innate Fey Casting. The Prince casts one of the following spells using Charisma as their spellcasting ability (+13 to hit, save DC 21), requiring no somatic or material components:
At will (Cantrips): druidcraft, gust, mold earth, poison spray (4d12 damage), shape water, thorn whip (4d6 damage)
At will (plant magic): detect magic, detect poison and disease, plant growth, protection from poison, locate animals or plants (plants only), grasping vine
3/day each: commune with nature, goodberry, pass without trace, wither and bloom (5th level)
1/day each: awaken (plants only), dispel magic (7th level), transport via plants, plane shift
Nature's Wrath Unleashed. As a reaction when the Prince falls beneath 100 HP for the first time in a day, they can unleash Nature's most vengeful spirits in a 300 ft. radius around them. Each tree in the radius transforms into a tree blight, and all creatures other than Plants must succeed on a DC 21 Wisdom saving throw or become frightened of the Prince for 1 hour. While frightened in this way, creatures are also poisoned and take 1d4 poison damage at the end of each of their turns. The Prince loses access to all spells from his Innate Fey Casting except Cantrips until they finish a short or long rest.
The Prince 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 Prince regains spent legendary actions at the start of their turn.
Attack. The Prince makes an attack.
Poison Prick (Cost 2 Actions). The Prince targets one poisoned creature they can see within 30 feet of it. The target must succeed on a DC 21 Constitution saving throw or fall unconscious until the poisoned condition ends on it.
Sap Life (Costs 2 Actions). The Prince targets one creature they can see within 30 feet of it. The target must succeed on a DC 21 Constitution saving throw or take 11 (2d10) poison damage. The Prince regains a number of hit points equal to the amount of damage that the creature takes.
Description
The Purple Prince is an Archfey specializing in dealing with (poisonous) plants. As a manifestation of plant-like Fey spirits representing the natural circle of life, they are secretly quite opposed to resurrection magic of all forms, and (not so secretly) at odds with all manners of Undead.
They regularly travel to the Material Plane and back for a day trip, making clever use of the fact that their plane shift, when cast within their domain, doesn't lose their one use for the day. During their stays, they can allow mortals to form Fey Pacts with them, effectively transforming them into warlocks. Other than that, they aren't really interested in short-term contracts the way that other Fey (such as hags) would be, unless they appear overwhelmingly beneficial for the Prince.
Much like most Archfey, there's more to the Prince's magic than meets the eye, and if unleashed at its fullest potential, this Fey magic can and will indiscriminately assault all creatures surrounding him, including potential allies, while sapping his own strength in the process.
Currently, the Prince is attuned to the following three magic items: a "Ring of Actual Truth Telling", his "Root Scepter", and a "Craftsman's Utilitarian Wand".
Lair and Lair Actions
The Prince's lair, also known as their court, is their palace of thorns, right in the center of their Feywild domain, the Lushest Forest. At first glance, the interior resembles a hopelessly overgrown druid grove, and all areas count as difficult terrain for all creatures other than Fey and Plants, but otherwise the palace is surprisingly luxurious in terms of accomodations. It includes the following special features:
- a permanent teleportation circle (the only one in the entire domain, since it is mainly used in combination with the plane shift spell)
- a mirror that allows anyone staring into it to speak the name of a creature they've met at least once, then cast dream targeting it; this casting of the spell works even across planes, but everyone who uses this mirror and isn't a Fey must succeed on a DC 15 Intelligence saving throw or fall under the effect of a feeblemind spell upon the dream spell ending
- an enchanted spring that grants everyone drinking at least 1 pint from it the benefits of a greater restoration spell, though the water loses its magic 1 hour after it emerged from the spring
- eight enchanted trees bearing 1d100 fruits each day; after having been harvested, all fruits grant the benefits of a potion of superior healing, and the "Unusual Nature" trait for 1d4 days after eating them, though the fruits lose their magic 1 day after they have been plucked
- dozens of bite-sized purple mushrooms, which cast enlarge/reduce on a creature eating them, with 80% probability for the "Reduce" effect
Greatest Witchmaster. While inside their court, the Prince can cast every ritual spell from the druid and warlock spell lists as an action, requiring no components.
Lair Actions. On initiative count 20 (losing initiative ties), the Prince can take one of the following lair actions; although they can’t take the same lair action two rounds in a row:
- Purple Mist. The prince casts fog cloud. The cloud is purple, has a radius of 200 ft. and doesn't obscure vision for the Prince themselves.
- Vines Everywhere. The Prince casts wrath of nature. There are no loose rocks around, but all walls and pillars count as trees when the Prince casts the spell in this way.
- Fey's Fury. The Prince casts fear. Doing so will make them appear like an unfathomable Plant monster to anyone affected during the spell's duration.
The prince can cast all these spells as often as they want, but since doing so ends their concentration on earlier spells, they might often find themselves unwilling to choose a new lair action every turn.
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