The Arch-Fey are an eclectic and loosely defined group; however, they generally have the abilities and traits in the list below. These abilities and traits are assumed to be part of the Arch-Fey’s stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.
Damage Resistances bludgeoning, piercing, and slashing from a +2 or lesser magic
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities Exhaustion
Banishment. When an Arch-Fey drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
Fey Lords. An Arch-Fey is immune to spells and effects that are charms or illusions created by a creature or phenomenon five or more below the Arch-Fey’s CR. In addition, they add double their proficiency bonus on saving throws against all other Charms and Illusions.
Innate Spellcasting. Refer to individual entries for an Arch-Fey member’s spell casting ability, their save DC, and attack bonus. An Arch-Fey can innately cast the following spells at 5th level or higher, requiring no material components:
At will: dancing lights, detect evil and good, detect magic, dispel magic, druidcraft, faerie fire, pass without trace
3/day each: banishment, bless, protection from evil and good, sleep, teleport
1/day each: mirage arcane, plane shift, project image
Unstoppable. If the Arch-Fey is subject to an effect that would inflict the paralyzed, petrified, prone, restrained, or stunned condition; it loses its next turn’s bonus action instead and its speed is reduced by half for the duration of the spell or effect. The Arch-Fey loses an additional use of its bonus action for each condition it suffers. If the Arch-Fey has Legendary Actions, instead of spending a bonus action, the Arch-Fey may spend one Legendary Action for each condition it wishes to remove.
Limited Magic Immunity. Unless an Arch-Fey wishes to be affected, it is immune to spells of 2nd level or lower, and it has advantage on all other spells and magical effects.
Magic Weapons. An Arch-Fey’s weapon attacks are treated as magical weapons for overcoming resistances.
Regeneration. The Arch-Fey regains 30 hit points at the start of its turn.
ACTIONS:
Fey Summons (1/day). An Arch-fey magically summons fey creatures to unoccupied spaces it can see within 120 feet of it. The total CR of the summoned creatures cannot exceed the Arch-Fey’s CR and the maximum CR of a creature summoned cannot exceed the Arch-Fey’s CR – 5. This action is otherwise the same as the spell conjure fey.
Sidhe Fear. Each creature of the Arch-Fey’s choice that is within 60 feet of it must succeed on a Wisdom saving throw (DC is equal to the Arch-Fey’s Charisma Modifier + its Proficiency Bonus + its Epic Bonus + 8) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Fey’s Sidhe Fear for the next 24 hours. An Arch-Fey has advantage on attacks that target a creature frightened by its Sidhe Fear.