Armor Class 14 Natural
Hit Points 131 (30d6 + 25)
Speed 15 ft., Fly 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
20 (+5)
INT
18 (+4)
WIS
18 (+4)
CHA
11 (+0)
Saving Throws DEX +5, CON +8
Skills Insight +10
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Invisible
Senses Darkvision 60ft, Passive Perception 12
Languages Abyssal, common,
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

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

Spellcasting. This creature is a 15-level spellcaster. Its spellcasting ability is con. (spell save DC 18, +8 to hit with spell attacks). The creature has following  spells prepared:

Cantrips (at will): Chill Touh, Fire bolt, Eldrich Blast.
1st level (8 slots): Magic Missele, Shield, Create or destroy water.
2nd level (6 slots): Shadow Blade.
3rd level (4 slots): Bestow Curse, Counter spell.
4th level (3 slots): Control water, Ice Storm.
5th level (2 slots): Raise Dead.

Actions

Claw. +2 to hit, 5ft range, 1 target, 5 (2d4-1) slashing or piercing damage.

Summoning Crystal (10/10). This creature has 10 summoning crystals and when it usess its action to use one a creature (bellow CR 5) gets summoned, this creature is loyal to its summoner (Cleargaze Cloverspin in this case). After creatures death the crystal shatters. Cleargaze Cloverspin has these creatures ready: Red Dragon Wyrmling, Hell Hound, Cat, Wolf, Cat, Tiger, Elephant, Cat, Cat, Cat.

Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:
1. Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
2. Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
3. Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
4. Annoyed. The fey will attempt to give disadvantage to one target for their next attack roll. to avoid this target has to make a wisdom saving throw of the feys DC.

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/20/2024 8:56:37 PM
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5e
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1/27/2024 9:50:25 AM
3
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1/27/2024 1:09:18 PM
5
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5
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Habitat: Urban

Loginisbest

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