AC 16 (mithral scale)
HP 330 (44d8 + 132; bloodied 165)
Speed 35 ft., fly 60 ft.
Proficiency +4; Maneuver DC 15
Saving Throws Dex +9, Wis +9, Cha +9
Skills Arcana +7, History +7, Insight +9, Nature +7, Perception +9, Persuasion +9
Condition Immunities charmed, paralyzed, poisoned, unconscious
Senses truesight 60 ft., passive Perception 19
Languages Common, Elvish, Sylvan, two more
Faerie Form. 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 archfey’s attacks is halved. Additionally, it has on Strength checks and on Dexterity checks. While Large, the archfey has on Strength checks. Its statistics are otherwise unchanged.
Faerie Light. As a bonus action, the archfey can cast for 30 feet, or extinguish its glow.
Innate Spellcasting. The archfey’s spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: , , ,
3/day each: , ,
1/day each: , , , , (self only)
Magic Resistance. The archfey has on against spells and magical effects.
Elite Recovery. At the end of each of her turns, the archfey can end one condition or effect on herself. She can do this even when or .
Expanded Spell List. The archfey can cast with no material components three times per year. She can cast once per day.
Fey Madness. While , the archfey can take a reaction on each creature’s turn and recharges Faerie Step on each of her own turns.
Mass Darkvision. The archfey and creatures she chooses within 120 feet have out to a range of 120 feet.
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 . 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 faerie’s Evil Eye within 60 feet. The target makes a DC 17 Wisdom . 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 . This effect ends if the target takes damage or another creature uses an action to rouse it.
- The target is . This effect ends if the target is ever 60 feet or more from the archfey.
- The target is . 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 . On a failure, the creature is for 1 minute. At the end of each of the creature’s turns, the creature takes 22 (4d10) psychic damage and then repeats the saving throw, ending the effect on itself on a success.
Faerie Step (Recharge 5–6). The archfey magically teleports up to 60 feet to a space it can see.
Riposte. 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.
Vengeful Eye. 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.
The archfey closes to fight in melee if possible. While doing so, it uses Vengeful Eye as its reaction to put isolated ranged attackers to sleep. If it feels outmatched by a strong melee opponent, it uses its reaction to make a glittering scimitar attack and then uses Faerie Step to move away on its turn. It flees when reduced to 55 hit points or fewer. Once out of sight, it casts .
A faerie may grant a favor to a creature that takes a specific action, such as one of the following:
1–2 Beat it in a race, wrestling match, or eating contest
3 Give it a certain rare flower
4 Speak its true name
5 Catch it in a lie
6 Answer its riddle
7 Weave a circle round it thrice
8 Taunt it until it swells up to three times its size
9 Strike it with mistletoe
10 Give it honey
Aubrette, Bellwhisper, Briar, Giltan, Gloriana, Lorenthan, Malegrave, Rosehip, Rowan, Witchhazel
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Faeries are magical, flying creatures.
DC 15 Some faeries belong to a seelie court, which means they are often friendly to outsiders who meet their standards of behavior. Faeries that belong to an unseelie court are unpredictable and dangerous. There is no obvious way to tell a faerie’s allegiance.
DC 20 Faeries abide by strange, arbitrary rules. If you learn a faerie’s rules, you may gain power over it.
Archfey rule seelie or unseelie courts. Most are constantly attended by faerie nobles, pixies, sprites, and other fey creatures. An archfey commands powerful magic within the borders of its domain. It may be a warlock’s patron.
1 Wishes to escort you to a royal faerie court, where you will be feasted and entertained. If the knight is seelie, you will be allowed to leave the court as well
2 Wishes to joust or shoot against a champion; the loser must pay a bag of gold or reveal its true name
3 Eloping with a mortal ; being pursued by the noble's family
4 In its lair or court; demands a gift from uninvited guests
5 Hunting a white stag
6 Hostile; attacks on sight
7 Part of a royal court or a masquerade ball
8 Lazily lying on the grass, playing a lute or listening to a pixie recite poetry
9 Celebrating a holiday; friendly to travellers today (though not necessarily tomorrow)
10 Riding forth against foes, such as hostile or an opposed faerie court
1–3 DC 16 Perception check: nearly imperceptible footprint
4 Silvery laughter
5 The jingling of bells or spurs
6 A distant hunting horn
Faeries are common in the Dreaming but can also be found in wild places on the Material Plane, most commonly forests and swamps.
CR 0–2 1d4 ; 1d4 ; 2 with a ; 2 with a
Treasure 3 moonstones (50 gp each), a scroll detailing the rules governing several nearby faeries,
CR 3–4 ; 1d4 + 4 ; 1d4 + 4
Treasure mithral ring (250 gp), 2 , of and
CR 5–10 1 or 2 , possibly mounted on or
Treasure 3 vials of faerie dust (as ),
CR 11–16 ; with 1d8 ; with ; 3
Treasure gem-studded golden goblet (2,500 gp), 3 bottles of emerald wine (as ),
CR 17–23 riding , with 2 , 2 , , and 1d4
Treasure 300 pp, ruby pendant (2,500 gp), 3 gold rings (250 gp each), mithral-inlaid lute (2,500 gp), 6 , ,
CR 31+ with 3 or 4 , 1d6 , 1d10 , and 1d10
Treasure 2000 pp, electrum and diamond crown (25,000 gp), mithral and moonstone throne (25,000 gp), , ,
Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger.and are fey.