Magical Resistance. Geledon The Archfey has advantage on saving throws against spells and other magical effects.
Spellcasting. The Archfey Geledon is a 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Archfey Geledon has following spells prepared:
Cantrips (at will): Eldritch Blast, Firebolt, True Strike
- 1st (4): False Life, Magic Missile ,Hex ,Chromatic Orb
- 2nd (3): Hold Person,Shatter,Blindness Deafness,Mirror Image.
- 3rd (3):Dispel Magic,Lightning Bolt,Vampiric Touch,Slow.
- 4th (3): Greater Invisibility,Hallucinatory Terrain.
- 5th (3): Cloudkill,Dominate Person.
- 6th (1): Chain Lightning,Eyebite .
- 7th (1): Prismatic Spray,Finger of Death.
- 8th (1): Power Word Stun,Earthquake.
- 9th (1): Power Word Kill.
Euphoria Breath. The Archfey Geledon breathes out a cloud of euphoria gas at one creature within 10 feet of it. The target must succeed on a DC Wisdom saving throw of 15, or for one minute the target can't take reactions and must roll a d6 at the start of each turn to determine its behavior for that turn. 1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6: The target doesn’t move, and the only thing it can do on its turn is make a DC saving throw of 15, ending the effect on itself on a success.
Opportunity attack. When a creature exits Archfey Geledon's attack radius, Archfey Geledon may use their action to make an attack against them. Warcaster allows Archfey Geledon to use a spell as an attack against the target.
Legendary Resistance (3/ day). If the Archfey fails a saving throw, it can choose to succeed instead.
At the end of each creatures turn, the Archfey may use a legendary action to do one of the following actions.
Cantrip. The Archfey casts a cantrip.
Conjure Fey (costs 2 Actions). As the Archfey, she can summon other Sylvan creatures to fight alongside her in combat or to aid in any myriad of tasks. The creatures she can summon include Blink Dogs, Satyrs, Green and Sea Hags, Faerie Dragons, Pixies, Sprites and Dryads. These summons have the same Charisma and Dexterity as the Archfey, while all other stats remain the same.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Archfey Geledon is a Fey lord without a court, without a seat, and with no one to give him solace. He is a creature mostly known for solitude, but in recent years, he has been known to take on those that wish for his patronage. Once an unchanging form, the cracks begin to be shown as the Archfey has been spotted through the ages, and those that take power from him have seemingly vanished. Not many have come in to take upon his power in some time, but those that do eventually seem to nearly go mad from the corruption that is within the Archfey.
Lair and Lair Actions
Deep in the Feywild, a mirror court of the Seelie Court, a rising tower and castle structure, grand but quiet as empty streets hold no life. The halls of this land are empty, but seemingly alive with the magics of the Archfey that has taken over this place. It bends to his will, and any fey that finds themselves in the area of it seemingly is drawn deeper into the halls.
Lair Actions. On initiative count 20 (losing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.
- The Archfey rolls a d8 and regains a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
- The flow of time is altered such that every creature in its lair must reroll Initiative. The Archfey can choose not to reroll.
- Magical fog billows around one creature the Archfey can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by the Archfey until Initiative count 20 on the next round.
Regional Effects
The region containing Archfey Geledon’s lair is a grand castle in the middle of the Feywild, which creates one or more of the following effects:
- Soft music plays through the forest, luring unsuspecting travelers closer to the lands of the Archfey. Those that are drawn by this must make a wisdom DC 17 saving throw, or be charmed into dancing through the halls.
- The smell of luring grapes, fine food, incredibly addictive scents are all luring those that come to close. Anyone that is within 4 miles needs to make a wisdom DC 17 saving throw, or be charmed into walking to the castle.
If the Archfey Geledon dies, these effects fade over the course of 10 days.
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