Large Fey (Archfey), Neutral
AC 16 (18 with Barskin)    Initiative +1 (11)
HP 185 (5d20 + 2)
Speed 60 ft.
Mod Save
STR 12 +1 +1
DEX 12 +1 +1
CON 11 +0 +0
Mod Save
INT 14 +2 +6
WIS 15 +2 +6
CHA 18 +4 +8
Skills Perception +4, Stealth +5
Vulnerabilities Fire, Lightning, Slashing
Gear 1 Jabelin
Senses Darkvision 60 ft.; Passive Perception 14
Languages Elvish, Sylvan It understands all languages
CR 12 (XP 8,400; PB +4)
Traits

Innate Spellcasting. The Archfey Patron’s innate spellcasting ability is Charisma (spell save DC 14). The Archfey Patron can innately cast the following spells, requiring no material components:

Spells: Calm Emotions, Faerie Fire, Misty step, Phantasmal Force, Sleep, Blink, Plant Growth, Dominate Beast, Greater Invisibility, Dominate Person, Seeming

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

Speak with Beasts and Plants. The Archfey Patron can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the Archfey Patron can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Root Slam. 2 attacks per turn: Melee Weapon Attack: +2 to hit:, reach 125 ft., one target. Hit: 20 (1d8+2);  bludgeoning damage; upon hit, target creature must succeed a DC 15 Constitution saving throw or take 6 (1d6); poison damage and become poisoned taking (1d6) poison damage at the end of each turn; effected creature may roll the saving throw each turn to try and get rid of the effect

Fey Charm. The Archfey Patron targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Archfey Patron, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the Archfey Patron as a trusted friend to be heeded and protected. Although the target isn’t under the Archfey Patron’s control, it takes the Archfey Patron’s requests or actions in the most favorable way it can.

Each time the Archfey Patron or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Archfey Patron dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the Archfey Patron’s Fey Charm for the next 24 hours.

Mythic Actions

Once every four turns the Archfey Patron can summon a forest maze trapping one person inside and that person must make a DC 15 wisdom saving throw to escape, while a person is in this forest they can not attack and the Archfey Patron has advantage on attacks

Description

The Archfey Patron is usually calm and collective always hearing a person or beast out before attacking

Habitat: Forest

AlistorDMN

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