The Earlking CR22
The Earlking
Illium Campaign Setting
Medium Fey, Lawful Neutral
AC 21 (natural armor)
Initiative +7 (17)
HP 338 (27d10 + 189)
Speed 40 ft., fly 60 ft. (hover)
mod | save | mod | save | mod | save | |||
---|---|---|---|---|---|---|---|---|
Str 24 | +7 | +14 | Dex 20 | +5 | +12 | Con 23 | +6 | +13 |
Int 18 | +4 | +4 | Wis 19 | +4 | +11 | Cha 24 | +7 | +14 |
Skills Acrobatics +12, Athletics +14, Deception +14, Insight +11, Perception +11, Persuasion +14, Survival +11
Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from non-magical attacks not made with cold-iron weapons
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Gear Glaive of Conquest (counts as a spear for thrown attacks)
Senses Truesight 120 ft., passive Perception 21
Languages Common, Elvish, Sylvan, telepathy 120 ft.
CR 22 (XP 41,000; PB +7)
Traits
Earlâs Weapons. The Earlkingâs weapon attacks are magical. When he hits with a weapon, the attack deals an extra 21 (6d6) psychic damage (included in the attacks).
Fey Majesty. Creatures that start their turn within 30 ft. of the Earlking must succeed on a DC 22 Wisdom saving throw or have disadvantage on attack rolls against creatures other than the Earlking until the start of their next turn.
Flying Duelist. While flying and not incapacitated, the Earlking canât be knocked prone or have his speed reduced.
Legendary Resistance (3/Day). If the Earlking fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Earlking has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Earlking makes three Glaive or Spear Throw attacks.
Glaive. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 7) slashing damage plus 21 (6d6) psychic damage.
Spear Throw (Glaive). Ranged Weapon Attack: +14 to hit, range 30/120 ft., one target. Hit: 12 (1d6 + 7) piercing damage plus 21 (6d6) psychic damage. The spear instantly reforms in the Earlkingâs grasp at the start of his next turn.
Spellcasting. The Earlking casts one of the following spells, using Charisma as the spell-casting ability (spell save DC 22, +14 to hit with spell attacks; he needs no material components):
At will: faerie fire, hunterâs mark, misty step, suggestion
3/day each: dominate person, greater invisibility, geas, summon fey
1/day each: foresight, plane shift, dominate monster
Challenge of Honor (Recharge 5â6). The Earlking targets up to two creatures he can see within 60 ft. Each must succeed on a DC 22 Wisdom saving throw or be compelled to duel him for 1 minute. While compelled, a creature has disadvantage on attack rolls against anyone other than the Earlking, and the Earlking has advantage on attack rolls against it. The effect ends early on the Earlking or the target if either is reduced to 0 hp or if the Earlking attacks another creature.
Bonus Actions
Fey Step. The Earlking magically teleports, with any equipment, up to 60 ft. to an unoccupied space he can see and may immediately take the Hide action.
Mark Quarry. The Earlking marks one creature he can see within 90 ft. Until the end of his next turn he has advantage on attack rolls against the quarry, and it canât benefit from invisibility against him.
Reactions
Parry. The Earlking adds +6 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding his glaive.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creatureâs turn, the Earlking can expend a use to take one of the following actions (regaining all expended uses at the start of each of his turns).
Attack. The Earlking makes one Glaive or Spear Throw attack.
Honored Stride. The Earlking moves up to his speed without provoking opportunity attacks.
Command the Hunt (Costs 2 Actions). The Earlking summons 2d4 fey hounds (use dire wolf statistics, fey type). They act on his initiative, after his turn, and obey his commands. The hounds disappear after 1 hour, when reduced to 0 hp, or when the Earlking dismisses them (no action required).
Lair Actions
On initiative count 20 (losing initiative ties), the Earlking takes a lair action, choosing one effect; he canât use the same effect two rounds in a row:
- Conquering Brambles. Thorny vines erupt in a 20-ft. radius centered on a point the Earlking can see within 120 ft. The area is difficult terrain. Each creature there must make a DC 22 Dexterity saving throw, taking 18 (4d8) piercing damage and becoming restrained on a failure. A restrained creature can repeat the save at the end of its turns, ending the effect on itself on a success.
- Royal Decree. Echoing fey horns proclaim the Earlkingâs dominance. One creature the Earlking can see within 120 ft. must succeed on a DC 22 Charisma saving throw or be frightened until initiative count 20 on the next round.
- Warped Hunt. An illusory forest springs up in a 60-ft. cube the Earlking can see within 120 ft., providing lightly obscured area and three-quarters cover (+5 AC) to creatures chosen by the Earlking. The illusion lasts until he uses this lair action again or dies.
Regional Effects
The region within 6 miles of the Earlkingâs lair is altered by his magic:
- Endless Game. Beasts are unnaturally plentiful and bold. Wisdom (Survival) checks to track or hunt animals are made with advantage.
- Honorâs Whisper. Sentient creatures hear faint horns whenever they break an oath or promise within the area.
- Shifting Paths. Forest trails subtly realign to guide travelers toward or away from the Earlkingâs domain, as he wills.
If the Earlking dies, these effects fade over 1d10 days.
Habitat: Forest, Planar