THE SHARED REFERENCE Adventurer

Monster

Warlock of the Archfey

Outside your table’s allowed sources

Official reference · VGM · 2014

Creature type
Humanoid
Size
Medium
Armor class
11, 14
Hit points
49 (11d8)
Speed
Walk 30 ft.
Challenge rating
4
Alignment
Any alignment
Strength
9
Dexterity
13
Constitution
11
Intelligence
11
Wisdom
12
Charisma
18
Passive Perception
11
Saving Throws
wis: +3; cha: +6
Skills
arcana: +2; deception: +6; nature: +2; persuasion: +6
Languages
any two languages (usually Sylvan)
Condition Immunities
charmed

Actions

Dagger

Melee Weapon Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Misty Escape (Recharges after a Short or Long Rest)

In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

Innate Spellcasting

The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: disguise self, mage armor (self only), silent image, speak with animals

1/day: conjure fey

Spellcasting

The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Spell slots: 0: spells: dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery; 5: lower: 1; slots: 3; spells: blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep

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