The Earlking CR26
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
Earlâs Weapons. The Earlkingâs 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 doesnât 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 canât be knocked prone and his speed canât 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 Earlkingâs 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, hunterâs 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 5â6). 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 canât 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 creatureâs 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 canât use the same effect two rounds in a row:
- Conquering Brambles. Thorny vines erupt in a 30-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 26 Dexterity saving throw, taking 27 (6d8) piercing damage and becoming restrained on a failure. A restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Fey Hunt Begins. Echoing horns herald the hunt. Each creature of the Earlkingâs choice within 120 ft. must succeed on a DC 26 Wisdom saving throw or be frightened until initiative count 20 on the next round.
- Shifting Wood. Illusory trees spring up in a 60-ft. cube the Earlking can see within 120 ft. Creatures of the Earlkingâs choice in the cube gain three-quarters cover. The illusion lasts until the Earlking uses this lair action again or dies.
Regional Effects
The region within 9 miles of the Earlkingâs lair is warped by his presence:
- Endless Game. Beasts are unnaturally plentiful and bold. Wisdom (Survival) checks to track or hunt animals are made with advantage.
- Oaths Heard. Sapient creatures that knowingly break a sworn promise within the area hear distant horns and feel a pang of dread (no mechanical effect beyond DM discretion).
- Guiding Paths. Forest trails realign to guide travelers toward or away from the Earlkingâs realm, as he wills.
If the Earlking dies, these effects fade over 1d10 days.
Habitat: Forest, Planar