Magic Resistance. The Fey has advantage on saving throws against spells and other magical effects.
Fractal Mind. The Fey does not need to Concentrate on Concentration Spells
Multiattack. The Fey makes two Claw or Spark attacks. It can replace one attack with a use of Spellcasting.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 27 (6d8) Necrotic damage.
Sparkle Blast. Ranged Spell Attack: +14 to hit, range 150/600 ft., one creature. Hit: 31 (2d20 + 10) radiant damage, and target must make DC 24 Constitution saving throw or become blinded until the end of their next turn.
Innate Spellcasting. The Fey's spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:
At will: Bless, Bane, Detect Thoughts
5/day each: Blade Barrier, Dominate Person, Suggestion
3/day each: Modify Memory, Otto's Irresistible Dance, Mass Suggestion
1/day each: Teleport, True Polymorph
Healing Touch (4/Day). The Fey touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Regret. When the Fey takes damage from a creature the Fey can see within 60 feet of it, the Fey can force that creature to succeed on a DC 24 Wisdom saving throw or take 22 (4d10) cold damage.
The Fey 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 Fey regains spent legendary actions at the start of its turn.
Fey Step. The Fey magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Shimmering Shield. The Fey targets itself or one creature it can see within 60 feet of itself. The target gains 18 (d48) Temporary Hit Points, and its AC increases by 3 until the end of the Target’s next turn.
Beguiling Whisper. The Fey magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 24 Wisdom saving throw or have the stunned condition until the end of the target’s next turn, after which the target is immune to this Beguiling Whisper for 24 hours.
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