Medium Humanoid (Druid, Tiefling), Lawful Neutral
Armor Class 23 (+3 Studded Leather, +3 Shield)
Hit Points 229 (20d8 + 120)
Speed 30 ft., Fly 50 ft. (Broom of Flying)
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
30 (+10)
CHA
16 (+3)
Saving Throws INT +9, WIS +16
Skills Arcana +9, Insight +16, Perception +16, Religion +9
Damage Resistances Fire
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 26
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Mantle of Spell Resistance. Because of their magic item, xe have advantage on all saving throws against magic. See DMG: page 180.

Staff of the Woodlands. Because of its magic item, they can use any abilities of the staff. See DMG: page 204.

Moon Sickle. Because of xyr magic item, it can use any abilities of the sickle. See TGoE: page 133.

Ring of Animal Influence. Because of their magic item, xe can use any abilities of the ring. See DMG: page 189.

Feats. The Emperex has multiple feats that they have all the abilities of; Sentinel, War Caster, and Tough.

Spellcasting. The Emperex is a 20-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). All spells that xe cast do not require verbal, somatic, or material components (unless it has a cost and/or is consumed). Whenever possible, they will use their spells as rituals. The Emperex can prepare 30 spells (+ Guiding Bolt when holding Star Map), and if you do not choose which ones, it has the following Druid spells prepared:
Cantrips (at will): Guidance (when holding Star Map), Mending, Primal Savagery, Produce Flame, Shape Water
1st level (4 slots): Animal Friendship, Detect Magic, Faerie Fire, Goodberry, Guiding Bolt (6/day, when holding Star Map), Speak with Animals
2nd level (3 slots): Animal Messenger, Healing Spirit, Lesser Restoration, Summon Beast
3rd level (3 slots): Conjure Animals, Dispel Magic, Plant Growth, Speak With Plants
4th level (3 slots): Conjure Minor Elementals, Conjure Woodland Beings, Dominate Beast, Polymorph
5th level (3 slots): Commune with Nature, Scrying, Summon Draconic Spirit
6th level (2 slots): Druid Grove, Transport Via Plants, Wind Walk, Wall of Thorns
7th level (2 slots): Plane Shift, Draconic Transformation, Mirage Arcane
8th level (1 slots): Tsunami, Sunburst
9th level (1 slots): Shapechange

Tiefling Spellcasting. Cotton is a tiefling of Glasya, and has three spells. Its racial spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
Cantrips: Minor Illusion
1st level: Disguise Self (1/Long Rest)
2nd level: Invisibility (1/Long Rest)

Olakki Spellcasting. The Emperex is an Olakki blessed by Silvaus, and has two spells. Xyr racial spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks).
Cantrips: Mage Hand, Mind Sliver

Wild Shape. Cotton can use xyr Wild Shape ability to use an action and become a beast of at most CR 1. They can stay in this shape for 10 hours at most, and have an unlimited amount of uses for it. It can cast spells in this form if the spell does not require any material components that have a cost or are absorbed. For more details, see PHB: pages 66-67. For a list of beasts, see XGtE: pages 24-26.

Starry Form. The Emperex can use one of their Wild Shapes to turn into a starry form that lasts for 10 minutes. It is activated with a bonus action, and has the same statistics of their usual form, but has a couple other things. Its body becomes luminous; xyr joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if they dismiss it (no action required), are incapacitated, die, or use this feature again. At the start of every turn, they can change which constellations are on their body; along with this, it becomes partially incorporeal, which gives resistance to bludgeoning, piercing, and slashing damage. Whenever it assumes xyr starry form, choose which of the following constellations glimmers on their body; their choice gives it certain benefits while in the form:

Archer. A constellation of an archer appears on the Emperex. When xe activate this form, and as a bonus action on your subsequent turns while it lasts, they can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 2d8 + their Wisdom modifier (10).

Chalice. A constellation of a life-giving goblet appears on Cotton. Whenever it casts a spell using a spell slot that restores hit points to a creature, them or another creature within 30 feet of xem can regain hit points equal to 2d8 + your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on The Emperex. When they make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, it can treat a roll of 9 or lower on the d20 as a 10. Along with this, xe have a flying speed of 20 feet and can hover.

Actions

Staff of the Woodlands. Melee Weapon Attack: +11 to hit, reach 5 ft., # target. Hit: 1d6 + 5 bludgeoning damage.

Moon Sickle. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 1d4 + 6 slashing damage. 

Dagger of Venom. Ranged or Melee Weapon Attack: +10 to hit, range 20/60 ft., 1 target. Hit: 1d4 + 3 piercing damage.

Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft., 1 target. Hit: 1d4 + 3 piercing damage.

Legendary Actions

After any creature's turn, the Emperex can use one of their Legendary Actions. They have three actions, and regain them at the start of it's turn.

Spell (Costs 1 Action). Cotton can cast a spell that is level 3 or less.

Flee (Costs 1 Action). The Emperex runs in any direction at its speed, and do not provoke any attacks of opportunity.

Lash Out (Costs 2 Actions). Cotton runs out to the closest enemy (no matter the distance), and makes an attack.

Description

Cotton, better known as The Emperex, is a level 20 druid who is the ruler of the Xeifran Dynasty. Xe are a tiefling of Glasya, and an Olakki chosen by Silvaus, the neutral deity of wild magic.

Their attuned magic items are a +3 Moonsickle, Staff of the Woodlands, and the Mantle of Spell Resistance. The DM can choose any magic items that do not need attuning to give xem, but it must have a Ring of Animal Influence, Decanter of Endless Water, multiple Portible Holes, multiple Bags of Holding, and a Flying Broom when in their adventuring gear.

It takes the appearance of a 12-year-old and 5 foot 1 tielfing with white skin (slightly tinted blue), black hair that falls to their shoulder blades, and a tail that breaks off into four at the midpoint, each ending with a heart-like spike. Xyr eyes are completely red, and they have a small mole on the right side of its lips. Their outfit varies, depending on if xe are relaxing, in royal clothes, or adventuring.

When it is relaxing, they wear a turtleneck sweater (commonly lavender), black pants, and slippers. This is only when xe are within the palace, and feel completely safe. - When in this outfit, it's AC is 13.

When it is in their royal clothing, xe wear a deep purple colonial jacket with golden embroidery of stars, along with a moon and sun. It has black boots that have three buckles each; one crescent moon, one four-pointed star, and one five-pointed star. They have on black pants with pockets, and plate armor shoulder pads; not enough to not be stealthy, but more for show. However, below all xyr clothes is +3 studded leather armor. Over the bottom half of their face is a black mask, so that can not be seen. Over the left part of its chest is the symbol of the kingdom. - It is wearing lots of piercings and jewelry on their horns, tails, and skin. On their left horn is a big silver ring with markings of rolling waves, and on xyr right are two golden hoops, plus a small, shiny chain. Dangling from it's right ear is an earring that looks like a golden sun with a grey-blue moon in it plus a small gold ring, and from the left ear is an earring with a large red feather, and three black piercings. On one tail are three silver hoops, on another are three pearl star-shaped piercings, one has a platinum band, and one has a diamond in it. On their head is a platinum and opalescent oak leaf, connected to black strings that go around the head. - When in this outfit, xyr AC is 19.

When xe are adventuring, it wears black studded leather armor under deep purple robes and a black mantle, and a shield with gem carvings of star constellations. Strapped to their back is a moon sickle and a staff with a tree-like top, and xyr commonly riding of a flying broom. On its left hand's middle finger is a ring of animal influence, and they have a backpack full of Portable Holes + Bags of Holding. Xyr belt has darts, a decanter of endless water, and a dagger of venom hanging off of it, along with one superior healing potion and one supreme healing potion. A small pouch on the right hip is a small coin purse, always holding at most 150 gold. On the left hip is another small pouch, with any necessary material spell components. It has black leather boots that go up to their knees, and silver oak leaf-shaped buckles on xym. - When in this outfit, its AC is 23.

Lair and Lair Actions

The Emperex's lair is not the stereotypical lair, but its home. The palace within the capital Cofevvia, the home of the ruler.

Lair Actions

On initiative count 20 (losing initiative ties), the Emperex takes a lair action to cause one of the following effects; Cotton can’t use the same effect two rounds in a row:

  • Cotton raises their arms and claps loudly. It echoes, and the room shakes slightly. Everyone in the room must make a DC 10 Dexterity saving throw or be knocked prone. Along with this, 1 servant is summoned. This servant's skill choice is up to the DM. However, if someone has fallen unconscious or has died, a level 5 nature domain cleric is summoned. Their job is to heal those who are unconscious, and revive anyone who has died. Then, they leave as soon as their healing is finished.
  • The Emperex lets loose a loud scream. 2d10 animals of at least 1/2 CR and 4 or less INT rush in. Their job is to protect Cotton, and everything else is chosen by the DM. If the creature's HP gets too low, it will flee for its life.

Regional Effects

The capital city containing Cotton’s palace is bustling and yet comfortable. It is modified and charmed by the blessing of Silvaus, like the whole country, which creates one or more of the following effects:

  • All the animals with INT of 4 or less act as The Emperex's eyes and ears; xe can inhabit the animal's body and send messages to people, or the animals report back any shady or strange business to them.

If Cotton dies, these effects fade instantaneously.

Monster Tags: NPChumanoid

Habitat: ForestGrasslandUrban

LoHi

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