Archfey's Presence. Creatures that start their turn within 60 ft. of the Archfey that can see or hear it must make a DC 23 Wisdom saving throw or be charmed by it for 1 hour. Creatures can repeat this save at the end of their turns or when The Archfey or its allies damage them, ending the effects on a success.
Legendary Resistance (3/Day). If The Archfey fails a saving throw, it can choose to succeed instead.
Spellcasting. The Archfey can cast the following spells without material components. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks):
At will: Charm person, animal friendship, animal messenger, dispel magic, commune with nature, cure wounds, summon fey, plant growth.
3/day: wrath of nature dominate monster, hold monster, polymorph greater invisibility
Multiattack. The Archfey uses Archfey's Ire, then makes 3 attacks, two with Sylvan Touch and one with Mischief of the Archfey. It may substitute it's Sylvan Touches with its Bewitching Bolt.
Archfey's Ire. The Archfey forces all creatures within 60ft. of it that can see or hear it to make DC 23 Wisdom saving throw. On a failure, creatures are frightened of The Archfey. A creature can repeat the saving throw at the end of each of its turns while frightened in this way, with disadvantage if Oberon is within line of sight, 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 Archfey's Ire for the next 24 hours.
Sylvan Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: (3d6+7) force damage and is unable to take reactions until the end of it's next turn.
Mischief of the Archfey. The Archfey works it's mischievous magics on one creature it can see within 60ft. of it. The target must succeed on a DC 23 Charisma saving throw against this magic take 6d6 force damage, taking half as much on a successful save. On a failed save, the target is also teleported up to 60 ft. to a position of the Archfey's choosing that it can see.
Bewitching Bolt Ranged Weapon Attack: +15 to hit, 120 ft., 1 target. Hit: (2d8+7) psychic damage. If the target is a creature, it's movement speed is reduced by 15 ft., and the target must make a DC 23 Wisdom saving throw or have disadvantage on attack rolls for 1 minute. Creatures can repeat this save at the end of their turns ending the effects on a success.
Steps of the Archfey. The Archfey magically teleports to a position within 60ft. of it that it can see. Creatures within 10 ft. of its new position take 3d10 psychic damage and The Archfey gains 20 temporary hit points.
Fey Retort. In response to being hit by a non-critical attack, The Archfey can cause its form briefly becomes semi-ethereal, taking half the damage caused by the attack and the attacker must make a DC 23 wisdom saving throw or take the same amount of damage as psychic damage.
The Archfey 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 its turn.
Assault (Costs 1 Actions). The Archfey makes an attack with Sylvan Touch or Bewitching Bolt.
Spellcasting (Costs 2 Actions). The Archfey uses spellcasting.
Fey Mischief (Costs 2 Actions). The Archfey uses Steps of the Archfey
Description
This statblock is intentionally left understated, as this is supposed to provide a general statblock for people to alter to fit with their individual idea for their Archfey. Suggested additions include custom magic items, seasonal abilities, or abilities tied to the Archfey's Domain of Delight.
E.g. A Spring Archfey might have regeneration, their Sylvan touch might cause poison and their Mischief of the Archfey might cause vines to ensare those who fail the save or a Archfey whose Domain of Delight is musical and as an obsession with magic might have an expanded spell list, and a host of bardlike abilities such as Bardic inspiration and Mantle of Inspiration.
Also, for some reason DnD beyond doesn't like listing fly as a movement option, so I guess this one just moves 60ft.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), The Archfey takes a lair action to cause one of the following effects; The Archfey can’t use the same effect two rounds in a row:
- The Archfey casts Invisibility on itself requiring no concentration and ending when a new lair action is chosen.
- The Archfey calls forth 1d8 Eldarin to positions that it can see within 120 ft. of itself. Eladrin summoned in this way act after The Archfey in the initiative order.
- The Archfey exerts its will on it's realm; A 20 ft. cube of earth within 120 ft. of The Archfey becomes difficult terrain and up to 3 creatures of The Archfey's choice are moved up to 30ft. in any horizontal direction. Unwilling creatures may make a DC 23 Strength saving throw to resist being moved.
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