Warlock of The Archfey | Monster Guide for 5th Edition

Warlocks of the Archfey gain their powers through magical pacts forged with lords of the Feywild.

These warlocks commonly associate with lesser Fey creatures such as boggles, quicklings, and redcaps or even satyrs and sprites.

Medium Humanoid, Any Alignment

Proficiency Bonus: +2
Armor Class: 13 (16 with mage armor)
Hit Points: 67 (15d8)
Speed: 30 ft.

STR – 9 (-1)
DEX – 16 (+3)
CON – 11 (+0)
INT – 11 (+0)
WIS – 12 (+1)
CHA – 18 (+4)

Saving Throws: Wis +3, Cha +6

Skills: Arcana +2, Deception +6, Nature +2, Persuasion +6

Condition Immunities: charmed

Senses: passive Perception 11

Languages: any two languages (usually Sylvan)

Challenge: 4 (1,100 XP)


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.

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


Misty Escape (Recharges after a Short or Long Rest): In response to taking damage, the warlock turns invisible and 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 itsnext turn or until it attacks, makes a damage roll, or casts a spell.