Medium Or Small Fey (Archfey), Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 201 (31d8 + 62)
Speed 30 ft.
STR
23 (+6)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws STR +12, INT +8, CHA +13
Skills Arcana +8, Deception +13, Insight +12, Intimidation +13, Nature +8, Perception +12
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 22
Languages Giant, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Deeper Darkvision. The monarch can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. 

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

Secret Weakness. The monarch has a secret weakness, a substance or type of object that removes their powers. When they are touched by the weakness the first time in a round, they take 11 (2d10) acid damage and can't cast spells until the end of their next turn. The DM chooses the weakness, but some traditional options include: a stream or other natural running water, holy water, milk, bread, salt, silver, cold iron, a druidic focus, a book of sacred scripture, or green clothing. 

Actions

Multiattack. The monarch uses their Pernicious Visions three times. They can replace any of these uses with a Blinding Light attack, and up to one of these uses with a Spellcasting action. 

Pernicious Visions. The monarch taps into the nightmares of a creature they can see within 120 feet and creates an illusory manifestation of the target's deepest fears, visible only to that creature. The target must make a DC 21 Wisdom saving throw. Creatures in darkness have advantage on this saving throw. On a failed save, the target becomes frightened of the illusion for 1 minute. At the end of each of the target's turns, they must succeed on a DC 21 Wisdom saving throw or take 22 (4d10) psychic damage. On a successful save, the effect ends early. 

Decrepit Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 26 (3d12 + 7) necrotic damage. The target is also magically aged 11 (2d10), and the monarch regains an equal number of hit points as years aged. The monarch can also choose to forgo the damage, just aging the target and regaining hit points. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. 

Spellcasting. The monarch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self, darkness, druidcraft, enthrall, identify, magic mouth

3/day each: bestow curse, conjure woodland beings, eyebite, geas, glyph of warding (as an action), polymorph

1/day each: flesh to stone, plane shift (self only), magic jar (as an action), scrying, teleportation circle, wish

Bonus Actions

Charm. The monarch targets one creature they can see within 60 feet of them. If the target can see the monarch, the target must succeed on a DC 21 Wisdom saving throw against this magic or be charmed by the monarch. The charmed target regards the monarch as a trusted friend to be heeded and protected. Although the target isn't under the monarch's control, they take the monarch's requests or actions in the most favorable way they can. 

Each time the monarch or the monarch's allies do anything harmful to the target, they can repeat the saving throw, ending the effect on themself on a success. Otherwise, the effect lasts 24 hours until the target is on a different plane of existence than the monarch or the monarch takes a bonus action to end the effect. 

Hag Step. The monarch turns invisible until their concentration ends (as if concentrating on a spell). While invisible, they leave no physical evidence of their passage, so they can be tracked only by magic. Any equipment the monarch wears or carries is invisible with them. 

Legendary Actions

The monarch can take 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 monarch regains spent legendary action at the start of their turn. 

Spells of the Dark Court. The monarch casts a spell they can cast at will or 3/day. 

True Rule. The monarch verbally commands a Fey or creature charmed by them that can hear them within 60 feet. That creature can then use their reaction to make a single weapon attack or move up to their speed. 

Schadenfreude (Costs 2 Actions). The monarch uses their Pernicious Visions or Blinding Light action. 

Description

Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their Domains of Delight to the far ends of the Feywild. Other, lesser-known archfey rule domains that are minuscule by comparison, but no less wondrous. 

You can use the seelie monarch and unseelie monarch stat blocks to represent an archfey, and add traits such as those in the Archfey Customizations to make each cosmic being feel unique. 

Archfey Customizations

d12

Customizations

01

Archmagic. The monarch gains the following action option. Their Challenge Rating increases to 21 (33,000 XP). 

Archmagic (1/Day). The monarch casts a spell of 9th level or lower from the warlock spell list, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21). 

02

Face Thief. The monarch gains the following action option. 

Steal Face. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 21 Charisma saving throw or be cursed. The creature is blinded, deafened, and unable to speak indefinitely.

They can repeat the saving throw whenever they finish a long rest. They can repeat the saving throw whenever they finish a long rest. While cursed in this way, an illusion makes it appear that the creature has had their face erased.

While the creature stays cursed, the monarch has advantage on Deception checks to impersonate the creature can incorporate the creature's face into their spellcasting, such as for alter self or magic mouth

03

Guard the Real Name. The monarch adds the dominate person spell to their Spellcasting action. They can cast this spell at will, but once they have cast the spell on a creature, the monarch must finish a long rest before they can target the same creature again. If the monarch speaks the target's real name when they cast the spell, the target has disadvantage on the first saving throw they make against this spell. 

04

Healing Magic. The monarch adds the following spells to their Spellcasting action. 

At will: spare the dying

3/day each: remove curse

1/day each: heal, mass cure wounds

05

Plant Magic. The monarch adds the following spells to their spellcasting action. 

At will: entangle

3/day each: awaken (as an action), commune with nature

1/day each: transport via plants

06

Predator Magic. The monarch adds the following spells to their Spellcasting action. 

At will: hunter's mark

3/day each: knock, pass without trace

07

Speak with Nature. The monarch can communicate with plants and animals as if they shared a language. 

08

Special Movement. The monarch gains a climbing, flying, or swimming speed of 60 ft. This speed may be magical, or the monarch may have body parts that grant them this movement speed (such as spider legs, fairy wings, or octopus tentacles). If the monarch gains a swimming speed in this way, they can also breathe both air and water. 

09

Storm Sovereign. The monarch adds the following spells to their Spellcasting action. 

At will: call lightning, gaseous form

3/day each: wind walk

1/day each: control weather, storm of vengeance

10

Telepathic. The monarch gains telepathy for a range of 120 feet and the range for the monarch's True Rule legendary action increases to 120 feet. 

11

Thought Thief. The monarch adds the following spells to their Spellcasting action. 

At will: detect thoughts

3/day each: modify memory

1/day each: feeblemind

12

Waltzer. The monarch adds the following spells to their Spellcasting action. 

At will: mage hand (the hand is invisible)

3/day each: Otto's irresistible dance, telekinesis

TheHollowHunter

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