The Earlking CR22

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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

Earl’s Weapons. The Earlking’s 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 can’t 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 Earlking’s 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, hunter’s 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 5–6). 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 can’t 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 creature’s 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 can’t use the same effect two rounds in a row:

Regional Effects

The region within 6 miles of the Earlking’s lair is altered by his magic:

If the Earlking dies, these effects fade over 1d10 days.

Habitat: Forest, Planar

See Also:

The Earlking CR26