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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 disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged.

Faerie Light. As a bonus action, the archfey can cast dim light 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: 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)

Magic Resistance. The archfey has advantage on saving throws 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 unconscious or incapacitated .

Expanded Spell List. The archfey can cast wish with no material components three times per year. She can cast weird once per day.

Fey Madness. While bloodied , 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 darkvision 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 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 faerie’s 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 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 56). 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 disguise self .

Faerie Rules

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 noble ; 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 treants 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 sprites ; 1d4 pixies ; 2 pixies with a satyr ; 2 sprites with a dryad

Treasure 3 moonstones (50 gp each), a scroll detailing the rules governing several nearby faeries, potion of healing

CR 3–4 Fey knight ; 1d4 + 4 sprites ; 1d4 + 4 pixies

Treasure mithral ring (250 gp), 2 potions of growth , spell scrolls of charm person and sleep

CR 5–10 1 or 2 fey knights , possibly mounted on deer or dire wolves  

Treasure 3 vials of faerie dust (as potions of flying ), boots of elvenkind

CR 11–16 faerie noble ; faerie noble with 1d8 pixies ; faerie noble with unicorn ; 3 fey knights

Treasure gem-studded golden goblet (2,500 gp), 3 bottles of emerald wine (as potions of supreme healing ), wand of wonder

CR 17–23 faerie noble riding elk , with 2 fey knights , 2 dryads , satyr , and 1d4 pixies

Treasure 300 pp, ruby pendant (2,500 gp), 3 gold rings (250 gp each), mithral-inlaid lute (2,500 gp), 6 2 arrows , horseshoes of a zephyr , wand of polymorph

CR 31+ archfey with 3 or 4 faerie nobles , 1d6 dryads , 1d10 pixies], 1d6 [[satyr , and 1d10 sprites  

Treasure 2000 pp, electrum and diamond crown (25,000 gp), mithral and moonstone throne (25,000 gp), scale armor of invulnerability , ring of invisibility , ring of three wishes

Monster Type Description

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. Sprites and pixies are fey.