Medium Fey (Elf), Typically Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 400 (20d20 + 66)
Speed 30 ft., Fly 40 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws CHA +10
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Incapacitated, Paralyzed, Stunned
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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

Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.

Charming Presence. Any enemy creature that starts its turn within 60 feet of the Auril must make a DC 12 Charisma saving throw. On a failed save, the creature becomes charmed  for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours.

Actions

Multiattack. Auril makes two Fey Blast attacks. She can replace one attack with a use of Spellcasting.

Fey Blast. Ranged Spell Attack: +6 (2d8+3) force damage plus 3 , reach 30 ft., one target. On a successful hit, target must make a DC10 Charisma saving throw. On a failed save, the target is teleported up to 20 feet at the discretion.

Spellcasting. Auril casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability at the 5th level (spell save DC 16):

At will: magic missile, charm person, hold person

Bonus Actions

Fey Step (Recharge 4–6). The Archfey teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Frigid Rebuke. When Auril takes damage from a creature she can see within 60 feet of her, Auril can force that creature to succeed on a DC 16 Constitution saving throw or take 20 (2d20) cold damage.

Legendary Actions

Auril 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 her turn.

Distort Reality. Auril can warp the space around her either turning any chuck of the landscape up to 20ft in length within 30ft into floating debris or moving existing debris/platforms up to 30 ft in any direction.

Summon Ally. Auril calls a minion of the Unsilee court to her side.

Regenerate. Auril absorbs the life force of any living beings around her. Any creature within 30 feet must make a Constitution DC 15 saving throw. On a failed save Auril regenerates Xd10 health where x is the number of failed saves. Following the regeneration, any creature which failed their saving throw then takes an amount of damage equal to the regeneration divided by the number of affected creatures.

Description

The Queen of Air and Darkness is a beautiful but terrible female faerie with angular features, bone-white skin, all-black eyes, and long black hair. She is utterly ruthless and seeks to expand the Unsilee court throughout the Feywild and into the Material Plane. Once defeated by an elven cleric and restrained within a necklace made of mistsong crystal, Auril was freed through the acts of Xenia, one of her devout followers. 

Habitat: Forest

Zefri0n

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