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Warlock of the Archfey in Dungeons & Dragons 5e

Volo's Guide to Monsters (5e)

Warlock of the Archfey CR: 4

Small to Medium humanoid, any alignment
Armor Class: 16 (Mage Armor)
Hit Points: 67 (15d8) 15d8
Speed: 30 ft

STR

9 -1

DEX

16 +3

CON

11 +0

INT

11 +0

WIS

12 +1

CHA

18 +4

Saving Throws: Wisdom +3, Charisma +6
Skills: Arcana +2, Deception +6, Nature +2, Persuasion +6
Condition Immunities: Charmed
Senses: Passive Perception 11
Languages: Common, Sylvan
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):

  • At will: Dancing Lights, Disguise Self, Mage Armor (self only), Mage Hand, Minor Illusion, Prestidigitation, Speak with Animals
  • 1/day each: Charm Person, Dimension Door, Hold Monster

  • Actions

    Multiattack. The warlock makes two Rapier attacks, or it uses Bewildering Word twice.

    Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) force damage.

    Bewildering Word. The warlock utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on attack rolls until the end of the warlock's next turn.

    Reactions

    Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible & teleports, along with any equipment it is wearing or carrying, 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.

    Suggested Environments

    Any Climate; Any Terrain


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