The Earlking CR26

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The Earlking

Illium Campaign Setting
Medium Fey, Lawful Neutral

AC 22 (natural armor)
Initiative +8 (18)
HP 420 (30d10 + 270)
Speed 45 ft., fly 80 ft. (hover)

mod save mod save mod save
Str 26 +8 +16 Dex 22 +6 +14 Con 28 +9 +17
Int 20 +5 +5 Wis 24 +7 +15 Cha 30 +10 +18

Skills Acrobatics +14, Athletics +16, Deception +18, Insight +15, Perception +15, Persuasion +18, Survival +15
Resistances Fire, Lightning, Psychic; 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 spear when thrown)
Senses Truesight 120 ft., passive Perception 25
Languages Common, Elvish, Sylvan, telepathy 120 ft.
CR 26 (XP 90,000; PB +8)

Traits

Earl’s Weapons. The Earlking’s weapon attacks are magical. A hit with any weapon deals an extra 35 (10d6) psychic damage (included below).

Fey Majesty. A creature that starts its turn within 30 ft. of the Earlking must succeed on a DC 26 Wisdom saving throw or have disadvantage on attack rolls against creatures other than the Earlking until the start of its next turn.

Regeneration. The Earlking regains 20 hit points at the start of his turn. Radiant damage or damage from a cold-iron weapon suppresses this trait until the start of his next turn. The Earlking dies only if he starts his turn with 0 hit points and doesn’t regenerate.

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.

Sure Flight. While flying and not incapacitated, the Earlking can’t be knocked prone and his speed can’t be reduced.

Actions

Multiattack. The Earlking makes three Glaive or Spear-Throw attacks.

Glaive. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage plus 35 (10d6) psychic damage.

Spear-Throw (Glaive). Ranged Weapon Attack: +16 to hit, range 60/180 ft., one target. Hit: 16 (1d10 + 8) piercing damage plus 35 (10d6) psychic damage. The spear reforms in the Earlking’s grasp at the start of his next turn.

Spellcasting. The Earlking casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26, +18 to hit with spell attacks):

At will: dispel magic, faerie fire, hunter’s mark, misty step, suggestion
3/day each: dominate person, greater invisibility, mass suggestion, plane shift, summon fey (8th-level)
1/day each: foresight, power word kill, true polymorph

Challenge of Honor (Recharge 5–6). The Earlking targets up to three creatures he can see within 90 ft. Each must succeed on a DC 26 Wisdom saving throw or be compelled to duel him for 1 minute. While compelled, a creature has disadvantage on attack rolls against any creature other than the Earlking, and the Earlking has advantage on attack rolls against it. The effect ends early on an affected creature if the Earlking attacks another creature, if either combatant is reduced to 0 hp, or if they are separated by more than 120 ft.

Bonus Actions

Fey Step. The Earlking 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 magically marks one creature he can see within 120 ft. Until the end of his next turn, the Earlking has advantage on attack rolls against the quarry, and the quarry can’t gain the benefits of invisibility against him.

Reactions

Parry. The Earlking adds +6 to his AC against one melee attack that would hit him. 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 his turn):

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 3d4 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).
Royal Decree (Costs 3 Actions). The Earlking magically issues a potent command. Each creature of his choice within 60 ft. that can hear him must succeed on a DC 26 Charisma saving throw or be charmed and incapacitated until the end of its next turn.

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 9 miles of the Earlking’s lair is warped by his presence:

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

Habitat: Forest, Planar

See Also:

The Earlking CR22