Legendary Resistance (2/Day). If King fails a saving throw, he can choose to succeed instead.
Magical Lyrical Voice. When King casts a spell that charms or frightens a creature, the creature takes 10 (3d6) psychic damage if it fails its saving throw.
Dark Inspiration (Recharge 5–6). As a bonus action, Your Majesty King inspires fear or loyalty. Choose one:
- Fear: Each creature of his choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
- Loyalty: One creature of his choice within 30 feet gains a d8 Bardic Inspiration die it can use within 10 minutes.
Blood of Darkness. Whenever Your Majesty King takes 25 or more piercing or slashing damage he spawns one Dark Prince in an unoccupied space within 10 feet of him.
The spawned Dark Prince rolls initiative and acts on its own turn. These spawn are formed of blood and darkness until reduced to 0 hit points.
Multiattack. King makes two attacks with Wave of Sorrow or uses Seductive Words twice or uses Innate Spellcasting.
Wave of Sorrow (Longsword). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 4) slashing damage plus 10 (3d6) psychic damage.
Innate Spellcasting. King's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
At will: charm person, detect thoughts, minor illusion
2/day each: crown of madness, suggestion, hypnotic pattern
1/day each: dominate person, greater invisibility
Teleport. King magically teleports up to 60 feet to an unoccupied space he can see.
Seductive Words. King targets one creature within 60 feet that can hear him. The target must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature regards him as a trusted ally. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Wave of Discord (Recharge 5–6). King releases a pulse of chaotic energy in a 15-foot radius. Creatures of his choice in the area must make a DC 16 Charisma saving throw. On a failed save, a creature takes 18 (4d8) psychic damage and is incapacitated until the end of its next turn. On a success, a creature takes half damage and isn’t incapacitated.
Change Shape. King transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
King can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. King regains spent legendary actions at the start of his turn.
Command Performance. A creature charmed by King must use its reaction to make a melee or ranged weapon attack against a target of his choice.
Teleport. King uses Teleport.
Lyrical Mockery (Costs 2 Actions). King targets a creature within 30 feet and delivers a mocking insult. The target must succeed on a DC 16 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on its next attack roll or saving throw.
Description
The appearance of this demon lord is a warning that not all that is beautiful is good. That is the usual remark when describing the previous demon lord Graz'zt, but as of the last almost century Graz'zt relinquished his abilities and body for the effort of completely consuming a mortal.
Once a mortal man, King a.k.a. Robert was a prestigious bard with a complicated background but thanks to that background and his adventurous lifestyle as seen in his life while saving the realms from the elemental princes of the apocalypse he was pre-destined for greatness. Except it was the greatness as perceived by Graz'zt himself, he gave Robert's parents before his birth the ability to conceive a child where they had failed, ensuring they had an heir for their desires and needs but at the cost of a innocent soul. Graz'zt's motive for this was finding a replacement and heir of his own, to create someone actually capable of ending the eternal conflict with the hells, the blood war. Throughout his lifetime it was shown that King has a unique natural skill to persuade and convince almost anyone of his bidding, even capable of using his words to manipulate the weave to combat primordial gods proving beyond a perfect fit for Graz'zt'z grand scheme.
Though magically conjoined at a both physical and mental level now as one, King's very charismatic and polarizing personality seems to be dominant but at the cost of some of Graz'zt's power, he is still as powerful as any apex demon of the Abyss so be warned.







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