Large Fey (Archfey), Chaotic Neutral
Armor Class 21 Natural Armor
Hit Points 285 (30d10 + 120)
Speed 60 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +10, CON +10, WIS +10, CHA +12
Skills Perception +11, Stealth +11, Survival +11
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120, Passive Perception 21
Languages Common, Elvish, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Fey Step (Recharge 4-6): As a bonus action, Cernunnos can teleport up to 60 feet to an unoccupied space he can see.

Legendary Resistance (3/Day): If Cernunnos fails a saving throw, he can choose to succeed instead.

Fey Ancestry: Cernunnos has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Actions

Multiattack: Cernunnos makes three attacks with his glaive or longbow.

Glaive: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Longbow: Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Call of the Wild Hunt (1/Day): Cernunnos summons 2d4 Wild Hunt Riders to his aid. These riders appear in unoccupied spaces within 30 feet of him and act immediately after him in the initiative order.

Legendary Actions

Cernunnos 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. Cernunnos regains spent legendary actions at the start of his turn.

  • Attack: Cernunnos makes a weapon attack.
  • Fey Step (Costs 2 Actions): Cernunnos uses his Fey Step ability.
  • Whirlwind of Blades (Costs 3 Actions): Cernunnos spins his glaive in a deadly arc. Each creature within 10 feet of him must make a DC 21 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: fey

Habitat: Forest

Dalton11_11

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