Archfey
Medium Fey, (CR 12)Armor Class 16
Hit Points 330 (44d8+132)
Speed 35 ft., fly 60 ft.
16 (+3)
20 (+5)
16 (+3)
16 (+3)
20 (+5)
20 (+5)
Skills
Senses truesight 60 ft., passive Perception 19
Languages Common, Elvish, Sylvan, two more
Challenge Rating 12
Actions
Multiattack.
The archfey makes two glittering scimitar attacks.
Glittering Scimitar.
Melee Weapon Attack: +9 to hit reach 5 ft. one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold fire lightning or psychic damage (its choice).
Gleaming Longbow.
Ranged Weapon Attack: +9 to hit range 150/600 ft. one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold fire lightning or psychic damage (its choice).
Evil Eye (Gaze).
The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute.
The target falls asleep.
This effect ends if the target takes damage or another creature uses an action to rouse it.
The target is frightened.
This effect ends if the target is ever 60 feet or more from the archfey.
The target is poisoned.
It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
Summon Midnight (1/Day).
Night magically falls over a 5-mile-diameter area lasting for 1 hour. As an action the archfey can end this effect.
Weird (9th-Level; V, S, Concentration).
The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure the creature is frightened for 1 minute. At the end of each of the creatures turns the creature takes 22 (4d10) psychic damage and then repeats the saving throw ending the effect on itself on a success.
sizeMedium
typeFey
group
alignment
strength_save
dexterity_save9
constitution_save
intelligence_save
wisdom_save9
charisma_save9
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunitiescharmed, paralyzed, poisoned, unconscious
cr12
reactionsname: Riposte,desc: When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker.,name: Vengeful Eye,desc: When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other.,name: Faerie Step (Recharge 5-6),desc: The archfey magically teleports up to 60 feet to a space it can see.
legendary_desc
legendary_actions
special_abilitiesname: Faerie Form,desc: The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged.,name: Faerie Light,desc: As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow.,name: Innate Spellcasting,desc: The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)
spell_list
page_no200
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 200