b'Moonlit King \n'b'  Family:   Fey Lords  \n'b'  Medium   fey ,  neutral good  \n'b'  Armor Class  17 (natural armor)  Hit Points  204 (24d8 + 96)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  20 (+5)  CON:  18 (+4)  INT:  20 (+5)  WIS:  18 (+4)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +10,  Wis  +10,  Cha  +11  Skills   Arcana  +11,  Perception  +10  Damage Resistances  acid; bludgeoning, piercing, and slashing from attacks not made with cold iron weapons  Damage Immunities  cold, fire, poison  Condition Immunities   charmed ,  frightened ,  poisoned   Senses  blindsight 30 ft., darkvision 120 ft., passive  Perception  20  Languages  Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral, telepathy 120 ft.  Challenge  17 (18,000 XP)  Proficiency Bonus  +6 \n'b' SPECIAL TRAITS \n'b'\n'b'  Legendary Resistance (3/Day) . If the Moonlit King fails a saving throw, he can choose to succeed instead. \n'b'  Moonlit Weapons . The Moonlit King\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) radiant damage (included in the  attack ). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Moonlit King makes three Crystal Staff or Moon Bolt attacks. He can replace one  attack  with a use of Spellcasting. If two Crystal Staff attacks hit one creature, the target must succeed on a DC 19  Constitution  saving throw or be  stunned  until the end of its next turn. \n'b'  Crystal Staff .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage. \n'b'  Moon Bolt .  Ranged Spell Attack : +11 to hit, range 120 ft., one target.  Hit : 27 (4d10 + 5) radiant damage, and the target sheds dim light in a 10-foot radius until the end of its next turn. If the target is a creature in a form other than its true form, it takes an extra 11 (2d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its true form. \n'b'  Animate Shadows (Recharge 5\xe2\x80\x936) . The Moonlit King causes the shadows of up to three creatures he can see within 60 feet of him to animate and  attack  their owners. Each target must make a DC 19  Dexterity  saving throw. On a failure, a creature takes 49 (14d6) necrotic damage, and its  Strength  score is reduced by 1d4. On a success, a creature takes half the damage, and its  Strength  score isn\xe2\x80\x99t reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its  Strength  to 0. \n'b'  Summon Devil (1/Day) . The Moonlit King magically calls a lunar  devil  to  aid  him. The  devil  arrives in 1d4 rounds, acting as ally of the Moonlit King and obeying his spoken commands. The  devil  remains for 1 hour, until the Moonlit King dies, or until the King dismisses it as a bonus action. \n'b'  Spellcasting . The Moonlit King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 19):\n'b'\n'b'\n'b'  At will :  continual flame ,  invisibility  (self only),  moonbeam ,  zone of truth  \n'b'  3/day each :  dispel evil and good ,  dispel magic ,  major image  \n'b'  1/day each :  heal ,  project image  \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Moonlight Step . The Moonlit King teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. The origin and destination spaces must contain moonlight. \n'b'\n'b' REACTIONS \n'b'\n'b'  Shadow Slip . When a creature the Moonlit King can see within 30 feet of him attacks him, he takes on the quality of his manifest delusions, temporarily becoming ghostly. The  attack  roll has disadvantage, and if it hits, the Moonlit King takes only half the damage from the  attack . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Moonlit King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Moonlit King regains spent legendary actions at the start of his turn. \n'b'\n'b'  Move . The Moonlit King moves up to his speed without provoking opportunity attacks. \n'b'  Shift Moonlight . The Moonlit King changes the brightness of each area of moonlight he can see within 120 feet of him from dim light to bright light or vice versa. \n'b'  Attack (Costs 2 Actions) . The Moonlit King makes a Crystal Staff or Moon Bolt  attack . \n'b'  Spread Madness (Costs 2 Actions) . Each creature within 30 feet of the Moonlit King must succeed on a DC 19  Wisdom  saving throw or suffer short-term madness. The Moonlit King can use this legendary action only when he is in moonlight. \n'b'\n'b' LAIR \n'b' The Moonlit King\xe2\x80\x99s lair is the Tower of the Moon, which is hidden in a spiral labyrinth deep within the Plane of Shadows. \n'b' The tower is a run-down, forlorn place filled with false whispers and shadow ghosts of the mad fey lord\xe2\x80\x99s own creation. \n'b' On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Frightful Whispers . Disembodied whispers speaking of despair and failure erupt from a point the Moonlit King can see within 120 feet of him. Each non-Fiend creature within 15 feet of that point must succeed on a DC 19  Wisdom  saving throw or be  frightened  until the end of its next turn. \n'b'  Maddening Hallucinations . Shadows and moonlight dance around up to three creatures the Moonlit King can see within 60 feet of him. Each target must succeed on a DC 19  Wisdom  saving throw or be  incapacitated  until the end of its next turn as hallucinations fill its mind. If the saving throw fails by 5 or more, the target suffers short-term madness. \n'b'  Moonlit Illumination . Four beams of moonlight appear on points the Moonlit King can see within 120 feet of him. Each beam sheds dim light in a 10-foot radius centered on a point. The moon beams last until the Moonlit King uses this lair action again or until he dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the Moonlit King\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b'\n'b'  Constant Moonlight . Weather conditions don\xe2\x80\x99t inhibit moonlight shining within 10 miles of the lair\xe2\x80\x94clouds part, rain seems to channel moonbeams, and snow takes on a luminous silver glow. \n'b'  Stryx Network . The area within 5 miles of the Moonlit King\xe2\x80\x99s lair attracts hundreds of stryxes and owls. The King can choose to see or hear through the senses of any  stryx  or owl in this area. \n'b'  Waking Dreams . Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 3 miles of the lair. If the Moonlit King dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Dressed in archaic nobleman\xe2\x80\x99s finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord\xe2\x80\x99s shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others. \n'b'  Dwindling Power . The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the courts of the shadow fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils in a desperate bid to regain freedom.'