Large Fey, Chaotic Neutral
Armor Class 22 Natural Armor
Hit Points 240 (24d12 + 96)
Speed 30 ft., Walk 30 ft.
STR
18 (+4)
DEX
22 (+6)
CON
20 (+5)
INT
19 (+4)
WIS
27 (+8)
CHA
19 (+4)
Saving Throws DEX +13, WIS +15, CHA +11
Skills Deception +11, Insight +15, Nature +12, Perception +15, Performance +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120ft, Truesight 120ft, Passive Perception 26
Languages Druidic, Elvish, Sylvan, Telepathy 120ft
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the Archfey fails a saving throw, it can instead choose to succeed.

Archdruid. The Archfey can ignore the verbal and somatic components of their druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. They gain this benefit in both their normal shape and their beast shape from Wild Shape.

Wild Shape (4/Day). The Archfey can use their bonus action to magically assume the shape of a beast(CR 9) or Earth, Water, or Fire Elemental(CR 7) that they have seen before. Attacks in the beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. While in their wild shape forms, the Archfey take on the attributes of the creature they become, but keep their Intelligence, Wisdom and Charisma score, as well as their alignment.

Fey Ancestry. The Archfey has advantage of saving throws against being charmed, and magic cant put the Archfey to sleep.

Spellcasting. The Archfey is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). The Archfey has following Druid spells prepared to be determined by the DM depending on the Archfey:
Cantrips (at will): Druidcraft, Guidance, Produce Flame, Thorn Whip, Mold Earth, Control Flames, Thunderclap, Mending.

1st level (5 slots): Absorb Elements, Beast Bond, Create or Destroy Water, Cure Wounds, Entangle, Healing Word, Ice Knife.

 2nd level (4 slots): Animal Messenger, Barkskin, Earthbind, Flame Blade, Flaming Sphere, Heat Metal, Hold Person, Moonbeam, Warding Wind

3rd level (4 slots): Call Lightning, Conjure Animals, Daylight, Dispel Magic, Meld into Stone, Tidal Wave, Wall of Water, Wind Wall.

4th level (3 slots): Blight, Confusion, Conjure Woodland Beings, Conjure Minor Elementals, Elemental Bane, Grasping Vine, Guardian of Nature, Ice Storm, Polymorph, Stoneskin, Wall of Fire, Watery Sphere.

5th level (3 slots): Antilife Shell, Conjure Elemental, Contagion, Geas, Greater Restoration, Mass Cure Wounds, Maelstrom,Wall of Stone, Wrath of Nature.

6th level (2 slots): Bones of the Earth, Conjure Fey, Heal, Investiture of Flame, Move Earth, Sunbeam, Wind Walk.

 7th level (2 slots): Fire storm, Plane Shift, Reverse Gravity, Whirlwind.

 8th level (2 slots): Control Weather, Earthquake, Sunburst, Tsunami

9th level (2 slots): Shapechange, Storm of Vengeance, True Resurrection.

Actions

Burning Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. The target must succeed on a DC 23 Constitution saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Thorn Blade(Longsword). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage., and 10(2d8) poison damage.

Bramble Bow(Longbow). Ranged Weapon Attack: +13 to hit, range 150/600 ft., 1 target. Hit: 11 (1d8 + 6) piercing damage, the target must succeed on a DC 23 Strength saving throw or be restrained, as thorny brambles burst from the arrow and wrap the target. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Legendary Actions

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

Cantrip (Costs 1 Actions). The Archfey casts a cantrip.

Burning Touch (Costs 2 Actions). The Archfey uses its Burning Touch.

Stunning Beauty (Costs 2 Actions). The Archfey's beautiful appearance hypnotizes one creature it can see within 10 feet of it. The target must succeed on a DC 23 Charisma saving throw against this magic or become stunned until the Archfey's next turn.

Amerin's Chosen (Costs 3 Actions). The Archfey calls upon Amerin the Everchanging to aid it in it's time of need. Each creature within 20 feet of the Archfey must make a DC 23 Constitution saving throw against this magic, taking 21(6d6) psychic damage on a failed save, or half as much damage on a successful one.

Description

Archfey were fey beings who gained great power and established a position of preeminence among fey-kind. Each archfey had a unique appearance and set of abilities. Most controlled a portion of the Feywild and had self-proclaimed titles.

Monster Tags: fey

Darnell139

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