Medium Humanoid, Neutral Evil
AC 17 (robes)    Initiative +2 (12)
HP 470 (40d20 + 50)
Speed 30 ft.
Mod Save
STR 19 +4 +10
DEX 18 +4 +10
CON 16 +3 +9
Mod Save
INT 16 +3 +9
WIS 13 +1 +1
CHA 16 +3 +9
Skills Athletics +4, Deception +4
Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 10
Languages Any two languages
CR 17 (XP 18,000; PB +6)
Traits

Reactive: The king has 3 reactions.

Home field advantage: While in its lair, the king is immune to all conditions except incapacitated and unconscious, has a passive perception of 20, has a + 2 to its armor class, can take the hide action as a bonus action, and has +10 on initiative and stealth checks.

Sneak attack: If the king makes an attack with advantage, the attack does an extra 9d6 damage of the attacks type

Actions

Multiattack. The king makes five double-bladed scimitar attacks and two blowgun attacks.

Double-bladed scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Blowgun. Ranged Weapon Attack: +7 to hit, range 40/100 ft., one target. Hit: 1  piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Bonus Actions

Rally: The king gives 1d8+4 temporary hit points to all bandits within 50 feet of it.

King's presence(recharge 6): All creatures hostile to the king must succeed on DC 18 wisdom saving throw or be frightened for 1 minute, while all creatures friendly to the king(including itself) get +4 on all rolls for 1 minute.

Reactions

Parry. The king adds 2 to its AC against up to four melee attacks that would hit it. To do so, the king must see the attacker and be wielding a melee weapon.

Legendary Actions

The king has legendary 3 actions

-Attack(costs 1 action): The king makes 2 double-bladed scimitar attacks

-Call allies(costs 1 action): The king summons 4d4 bandits and 1 monster of CR 5 or lower

-Powerful scream(costs 3 actions): All creatures within a 20 foot radius of the king must make a DC 16 constitution saving throw or be stunned until the end of the kings next turn

Lair and Lair Actions

Trap: The king activates a trap in its lair, the DM decides what trap it is

Favored foe: The king chooses a creature, it has advantage on attack rolls against that creature until initiative count 20 of the next round.

Attack: The king makes an attack

Bolster: The king gives itself and all its allies 3d12 temporary hit points

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2025 8:17:56 PM
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4/4/2025 8:07:42 PM
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Habitat: ArcticCoastalDesertForestHillUrban

merpthemerp54318

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