Archfey Stats Recommendation
I think you could create a pretty good Archfey statblock by using a Kraken’s stat block and making cosmetic adjustments.
Medium fey, any alignment
Armor Class 18
Hit Points 475 (50d8+250)
Speed 35 ft., fly 60 ft.
STR 11 (+0) DEX 26 (+8) CON 20 (+5) INT 13 (+1) WIS 15 (+2) CHA 22 (+6)
Saving Throws Str +7, Dex +15, Con +12, Wis +19, Cha +13
Damage Immunities necrotic, radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, paralyzed
Senses truesight 120 ft.
Languages Abyssal, Celestial, Common, Druidic, Elvish, Gnomish, Goblin, Sylvan, Primordial
Challenge 23 (50,000 XP)
Freedom of Movement The archfey ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Innate Spellcasting. The archfey’s innate spellcasting ability is Charisma (spell save DC 14). The archfey can innately cast the following spells, requiring no material components:
At will: animal messenger, detect magic, druidcraft, friends
3/day each: commune with nature, conjure woodland beings, disguise self
1/day each: dream, geas, plane shift (willing targets only)
Iron Intolerance. The archfey can’t willingly touch iron unless it succeeds on a DC 25 Constitution saving throw. It must make the same saving throw at the start of its turn if it’s currently touching iron, and if it fails, must stop touching it if possible.
Speak with Beasts and Plants. The archfey can communicate with beasts and plants as if they shared a language.
Multiattack. The archfey makes three Magic Vine attacks, each of which it can replace with one use of Fling.
Scepter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target is a creature grappled by the Magic Vine, it vanishes and is transported to an isolated demiplane where it is wrapped in leaves. If the archfey wishes, the leaves are covered in thorns and the creature on this demiplane takes 42 (12d6) magical piercing damage at the start of each of the archfey’s turns. If the demiplane takes 50 damage or more on a single turn from a creature inside it, the archfey must succeed on a DC 25 Constitution saving throw at the end of that turn or all of its demiplanes release their contained creatures, which fall prone in a space within 10 feet of the archfey. If the archfey dies or is incapacitated, this happens automatically. The archfey can release a creature from its demiplane at any time.
Magic Vine. Ranged Magic Attack: +7 to hit, range 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled where it stands by an indestructible vine (escape DC 18). Until this grapple ends, the target is restrained. The archfey can grapple up to 10 targets with magic vines. If the archfey dies, is incapacitated, or isn’t within 200 ft. of the vine, the vines dissipate. If a creature escapes or is released from a vine, the vine also dissipates.
Fling. One Large or smaller object held or creature grappled by a Magic Vine is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Feywild’s Wrath. The archfey magically creates three bolts of energy, each of which can strike a target the archfey can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) damage on a failed save, or half as much damage on a successful one. Depending on the particular archfey, this damage is either radiant or necrotic.
The archfey 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’s turn. The archfey regains spent legendary actions at the start of its turn.
Magic Vine or Fling. The archfey uses Magic Vine or Fling.
Feywild’s Wrath (Costs 2 Actions). The archfey uses Feywild’s Wrath.
Fairy Dust (Costs 3 Actions). The archfey magically summons glittery but toxic dust in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the archfey. Each creature that isn’t a fey that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong wind disperses the cloud, which otherwise disappears at the end of the archfey’s next turn.
For the person that wanted to know