What severely disappointed me is how in the Warlock part of the Dungeons and Dragons 5e Players Handbook, we get these lovely chunks of information about the different kinds of Pacts: Great Old One, Fiend and Archfey. Yet, we do not have any stats on these powerful beings to see why we would not want to get our masters angry at our pathetic mortal selves.
I have solved the problem! At least for my personal favorite. With some time and effort as well as needed research into my guides for this edition, I present a stated-out Archfey enemy! For when you need to tell your unruly Warlock servants who’s in charge.
“You dare set foot in my court, desecrating this place we Fair Folk find sacred no matter what walk of life we choose. You will wish that your toes had never stepped here in the first place.” – Archfey Nuada the Silver-Handed
It is known that the fey are strange, miraculous beings, but their power is dwarfed by that of the Archfey. In the eyes of sylvan beings, none compare in their mastery of the arcane and of trickery. They keep grudges for what seems like eternity, and will not let up on the chase for something even if it means watching from a distance their prey weaken and diminish. Always with a other-worldly grace to them, they look similar to elves but have wings that take the form of either ones belonging to insects like dragonflys or birds. Some even have wings resembling those of dragons and demons.
For all of their power, they seldom travel out of the world of Faerie, and due to this they enlist Warlocks to serve them in whatever way they wish. Some seek ever-growing knowledge while others wish to spread mischief and chaos wherever they go. They grant great power: power that makes their servants fear if they should ever fail their patron or even dare to go against their will.
Armor Class: 18 (wears armor plus Dexterity)
Hit Points: 250
Speed: 35 on foot, 60 in flight
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 13 (+2)
Intelligence: 13 (+2)
Wisdom: 18 (+4)
Charisma: 20 (+5)
Skills: Arcana +12, History +12, Perception +9, Deception +15
Damage Resistances: Fire, Lightning
Damage Immunities: Necrotic, piercing, bludgeoning and slashing from non-magical weapons
Condition Immunities: Charmed, frightened, paralyzed, petrified
Senses: Truesight 120 feet, Passive Perception 19
Languages: Common, Sylvan, three others
Legendary Resistance (3/ day): If the Archfey fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Archfey has advantage on saving throws against spells and other magical effects.
Spellcasting: The Archfey is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Archfey has the following spells prepared, from the Sorcerer and Warlock spell lists.
Cantrip (at will): Eldritch Blast, Fire Bolt, True Strike
1st level (4 slots): False Life, Magic Missile, Hex, Chromatic Orb
2nd level (3 slots): Hold Person, Shatter, Blindness/Deafness, Mirror Image
3rd level (3 slots): Dispel Magic, Lightning Bolt, Vampiric Touch, Slow
4th level (3 slots): Greater Invisibility, Hallucinatory Terrain
5th level (3 slots): Cloudkill, Dominate Person
6th level (1 slot): Chain Lightning, Eyebite
7th level (1 slot): Prismatic Spray, Finger of Death
8th level (1 slot): Power Word Stun, Earthquake
9th level (1 slot): Power Word Kill
- Euphoria Breath: The Archfey breathes out a cloud of euphoria gas at one creature within 10 feet of it. The target must succeed on a DC Wisdom saving throw of 15, or for one minute the target cat take reactions and must roll a d6 at the start of each turn to determine its behavior for that turn.
1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6: The target doesn’t move, and the only thing it can do on its turn is make a DC saving throw of 15, ending the effect on itself on a success.
The Archfey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Archfey regains spent legendary actions at the start of its turn.
- Cantrip: The Archfey casts a cantrip.
- Conjure Fey (costs 2 Actions): As the Archfey, he can summon other Sylvan creatures to fight alongside him in combat or to aid in any myriad of tasks. The creatures he can summon include Blink Dogs, Satyrs, Green and Sea Hags, Faerie Dragons, Pixies, Sprites and Dryads. These summons have the same Charisma and Dexterity as the Archfey, while all other stats remain the same.
- Reversal (costs 3 Actions): Until the Archfey’s next turn, all incoming attacks have the chance to backfire and cause damage to the person who initially attacked the Archfey. Roll a d100: anything below a 50 backfires upon the player and above 50 does not. The damage is at the full amount that it would be used at by the player character, and affects them no matter what spell or AC is at that time.
An Archfey’s Lair
An Archfey often resides in a location of their choice, which is normally a place where the realms of mortal man and the fey overlap. These can be ruins, ancient castles or sacred groves of trees where no one sane dares to wander to. Guarded by all manner of sylvan creatures, they make sure to keep them in a state of eternal beauty and grandeur.
Its lair reflects the individual personality of the Archfey: while a benevolent and kind one may adorn it with everlasting trees and bird feathers, one with ill intention may cast shades of purples and greys over all that resides in its domain.
Due to their long-lived lifespans, many Archfey hoard some sort of valuable similar in the way dragons do in their lairs. It could be jewelry, magical artifacts or rare books. These beings are rare to give these up without a fight, but if granted something from their stock, consider it your luck kicking in.
An Archfey encountered inside of its lair has a challenge rating of 22 (41,000 XP).
On initiative count 20 (loosing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.
- The Archfey rolls a d8 and regains a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
- The flow of time is altered such that every creature in its lair must reroll Initiative. The Archfey can choose not to reroll.
- Magical fog billows around one creature the Archfey can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by the Archfey until Initiative count 20 on the next round.