Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 100 ft.
STR 22/+6
DEX 26/+8
CON 26/+8
INT 25/+7
WIS 25/+7
CHA 30/+10
Saving Throws Int +14, Wis +14, Cha +17
Skills Perception +14, Persuasion +17, Stealth +15
Damage Resistances lightning, acid; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages All
Proficiency Bonus +7
DEX 26/+8
CON 26/+8
INT 25/+7
WIS 25/+7
CHA 30/+10
Saving Throws Int +14, Wis +14, Cha +17
Skills Perception +14, Persuasion +17, Stealth +15
Damage Resistances lightning, acid; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages All
Proficiency Bonus +7
Elder Weapons. The fey lord’s weapon attacks are magical. When the fey hits with any weapon, the weapon deals an extra 6d8 psychic damage (included in the attack).
Primeval Awareness. The archfey can mystically sense anything that occurs in their domain. This ability is identical to the clairvoyance spell but with a range of their entire kingdom.
Magic Resistance. The archfey has advantage on saving throws against spells and other magical effects.
Primeval Awareness. The archfey can mystically sense anything that occurs in their domain. This ability is identical to the clairvoyance spell but with a range of their entire kingdom.
Magic Resistance. The archfey has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If the archfey fails a saving throw it can choose to succeed.
Old Blooded. When defeated outside of the Feywild, the archfey will be reborn in the realm at full hit points in 1d8 weeks. If they've been slain within the Feywild they will die permanently.
Actions
Multiattack. The archfey makes three spirit blade attacks. Or it can replace two of those attacks with casting a spell.
Spirit Blade. Melee or Ranged Weapon Attack: +15 to hit, reach 10 ft. or range 80/160 ft., one target. Hit: 12 (1d8+8) piercing damage and 27 (6d8) psychic damage. If a creature is hit it must make a Wisdom saving throw (DC 23) or be stunned until the end of their turn.
Innate Spellcasting. The fey’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring only verbal components:
At will: detect thoughts, invisibility, suggestion, remove curse
3/day each: fear, dispel evil and good, resurrection, mass healing word
1/day each: commune with nature, control weather, feeblemind
At will: detect thoughts, invisibility, suggestion, remove curse
3/day each: fear, dispel evil and good, resurrection, mass healing word
1/day each: commune with nature, control weather, feeblemind
Bonus Action
Blink. The archfey and everything they carry teleport up to 50 ft. to an unoccupied space they can see.
Blindspot. The archfey makes a Dexterity (Stealth) check to hide and becomes invisible.
Legendary Actions
Blink Away. The archfey uses the Blink action
Stabbing (Costs 2 actions). The archfey makes a melee attack with their spirit blade.
Fey Presence (Costs 3 actions). The archfey channels their mind-altering power into a 30 ft. cube centered on themselves. Every creature of choice must succeed a DC 25 Wisdom saving throw or be frightened, charmed, or stunned by the fey until the end of their next turn.
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