Medium Fey (Archfey), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 207 (23d8 + 92)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws DEX +9, WIS +8, CHA +12
Skills Deception +12, Insight +8, Perception +8, Persuasion +12, Stealth +9
Damage Resistances Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight, Passive Perception 18
Languages Common, Sylvan, Infernal, Deep Speech, Telepathy (120 ft.)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Shapechanger. The Archfey can use an action to polymorph into a Medium humanoid he has seen, or back into his true form. His statistics, other than his size, remain the same. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Fey Sovereign. Alaric can’t be detected by divination magic or perceived by magic like true seeing unless he wills it.

Innate Spellcasting. Alaric's spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:

Fey Presence (Recharge 5–6). As an action, Alaric forces creatures within 30 feet to make a DC 20 Wisdom saving throw. On a failed save, they are either Charmed or Frightened (Alaric's choice) for 1 minute.

 

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Actions

Multiattack. The Archfey makes two melee attacks, and one AOE attack if available. 

Illusory Strike. Melee Spell Attack: +10 to hit, reach 10 ft., one target. The Archfey conjures an afterimage that seems to lash out with his staff.
Hit: 21 (3d10 + 4) psychic damage. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 4) psychic damage.

Mask of Despair (Recharge 5–6).. The Archfey conjures a terrifying visage of an opponent's greatest fear. Each creature within 60 feet that can see him must succeed on a DC 20 Wisdom saving throw or take 45 (10d8 + 4) psychic damage and be Frightened for 1 minute. A frightened target can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Echo of Doubt. The Archfey projects a shadow of doubt into a creature's mind. A creature within 60 feet must make a DC 20 Intelligence saving throw or take 33 (6d10 + 4) psychic damage. On a failed save, the creature also has disadvantage on saving throws and attack rolls until the end of the archfey's next turn.

Legendary Actions

The Archfey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.

Shadow Step. The Archfey teleports up to 60 feet to an unoccupied space he can see.

Illusionary Form. The Archfey creates an illusory duplicate of himself within 5 feet. The duplicate remains until the start of his next turn, distracting attackers. The first attack against him before the end of his next turn has disadvantage.

Whispers of the Fey. (Costs 2 Actions): The Archfey targets one creature within 30 feet. The target must succeed on a DC 20 Charisma saving throw or become charmed for 1 minute. The charmed target idolizes The Archfey and will defend him to the best of its ability. The effect ends if the target takes damage or if it is commanded to harm itself. The Archfey can then move up to half its speed.

Description

At first glance, Archbishop Alaric appears as an imposing Tiefling with crimson skin, piercing golden eyes, and curved black horns that shimmer faintly in the light. His ornate robes are embroidered with holy symbols and flowing script, lending an air of divine authority. His voice carries a mesmerizing cadence, inspiring awe and fear in equal measure. A long staff adorned with radiant jewels accompanies him, completing the image of a pious and powerful leader.

Beneath the illusion, however, lies the true form of an Archfey Doppelganger. His skin is a deep, shimmering green with veins of silver, giving him an otherworldly, iridescent appearance. His horns, a mirage under the guise, are twisted, vine-like protrusions covered in faintly glowing runes. His eyes are pools of shifting colors, an endless swirl that seems to draw those who meet his gaze into a disorienting dreamscape.

The Archbishop’s movements, while outwardly regal, occasionally betray an unnatural fluidity—like a predator assessing prey. His presence exudes an oppressive mix of enchantment and dread, making those in his proximity doubt their own will and memories. Subtle whispers seem to emanate from his form, like echoes of forgotten oaths and haunting promises.

When his true nature is revealed, the illusion cracks like shattered glass, and his Fey essence bleeds into the air. Reality seems to warp around him, his laughter carrying a chilling mockery. His mastery of deception and manipulation is evident in his every gesture, reminding those who face him that they are merely pawns in his grand design.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Archfey Doppelgänger can use one of its lair actions. It can’t use the same lair action two rounds in a row.

  1. Shifting Illusions
    The lair twists and changes, creating the illusion of a completely different environment. All creatures within the lair must succeed on a DC 20 Intelligence saving throw or become disoriented. Disoriented creatures:
    • Have disadvantage on attack rolls and ability checks until the start of their next turn.
    • Move in a random direction (determined by a d8) if they try to move, potentially provoking opportunity attacks.

  1. Summon Monsters: The Doppelgänger’s voice echoes through the lair, and magically summons one of the following monsters next to each opponent. Players roll a d6. 
    • Gibbering Mouther (1-2)
    • Fire Elemental (3-4)
    • Air Elemental (5-6)

  1. Illusory Copies
    The Doppelgänger summons illusory duplicates of itself, creating up to 3 indistinguishable copies within the lair. These duplicates move as the Doppelgänger directs, and any attack against the Doppelgänger has a 50% chance to target a duplicate instead. A duplicate vanishes when hit. This effect lasts until initiative count 20 on the next round.

  1. Veil of the Feywild
    A shimmering haze fills the lair, creating a surreal and dreamlike effect. All creatures except the Doppelgänger must succeed on a DC 20 Constitution saving throw or suffer one of the following effects (roll a d6):
    1–2: The creature becomes blinded until the start of its next turn.
    3–4: The creature is restrained by ethereal vines until the end of its next turn.
    5–6: The creature becomes invisible to all allies until the start of its next turn.

  1. Temporal Displacement
    The Doppelgänger manipulates time within the lair. Each creature of its choice within 60 feet must make a DC 20 Charisma saving throw. On a failed save, the creature is forced into a time loop:
    • The creature loses its next action, instead repeating the action it just took (if possible).
    • If it moved, it repeats the same movement, even if it would end in harm.

  1. Reflections of Guilt
    Mirrors appear in the lair, showing distorted reflections of each creature’s worst fears or failures. Each creature within the lair must make a DC 20 Wisdom saving throw or take 21 (6d6) psychic damage and become frightened until the end of its next turn.

Monster Tags: NPC

Habitat: Urban

Dead_Stark

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