Large Fey, Chaotic Evil
AC 21 Natural armor    Initiative +15 (25)
HP 402 (23d20 + 161)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Mod Save
STR 27 +8 +8
DEX 12 +1 +8
CON 25 +7 +7
Mod Save
INT 20 +5 +5
WIS 17 +3 +10
CHA 22 +6 +6
Skills Deception +13, Perception +17, Persuasion +13, Stealth +8
Resistances Fire
Immunities Psychic; Charmed, Frightened, Restrained
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 22 (XP 41,000, or 50,000 in lair; PB +7)
Traits

Amphibious. The Archfey can breathe air and water.

Legendary Resistance (4/Day, or 5/Day in Lair). If the Archfey fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Archfey makes three Withering touch attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).

Withering touch. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Psychic damage.

Miasma of Despair (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Psychic damage. Success: Half damage.

Spellcasting. The ArchFey casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):

At Will: Detect Magic, Misty Step,  Mind Spike (level 5 version)
1/Day Each: Geas, Modify Memory

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the Blighted Archfey can expend a use to take one of the following actions. The archfey regains all expended uses at the start of each of its turns.

Mind Invasion. The Archfey uses Spellcasting to cast Mind Spike (level 5 version).

Withering Will Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Necrotic damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The Archfey can’t take this action again until the start of its next turn.

Nightmare step The Archfey teleports up to half its Speed, and it makes one Withering touch attack.

Lair and Lair Actions

 

  • Vines of the Unseelie (Lair Action): Thorny vines erupt in a 20-foot radius. This area is difficult terrain, and players must succeed on a Strength save or be restrained.

  • Hallucinatory Terrain: As a legendary action, the Archfey forces a player to make a Wisdom save. On a fail, the player sees their allies as monsters, potentially wasting their high-level smites or spells on a friend.

  • Blighted Rebirth: When the Archfey is reduced to half health, the forest "feeds" them. They regain 50 HP, and all nearby plants within 30 feet wither and die instantly.

 

Habitat: Planar (Feywild)

TheOperaHero

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