Unblockable. The Duck Lord can move through the space of any creature (hostile or friendly). It doesn’t provoke opportunity attacks. It can’t be grappled or knocked prone. Also, the Duck Lord cannot be contained by magical walls.
Uncanny Evasion. If the Duck Lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and only half damage on a failure.
Startled Sprint. The first time each encounter the Duck Lord takes damage or is hit, it becomes Spooked for 10 minutes. While Spooked, its speed becomes 50ft., it ignores difficult terrain, and it must take the Dash action on each of its turns. At the start of each of its turns while Spooked, it chooses the nearest visible “exit point” (designated by the DM) and must move towards it by the safest route it can perceive. If multiple routes are equally safe, it takes the shortest. If it reaches the exit point, it vanishes as it escapes to the Feywild.
Magic Resistance. The Duck Lord has advantage on saving throws against spells and other magical effects.
Persistent Ledger. The Duck Lord can't regain hit points or gain temporary hit points, nor regain spent Legendary Actions or Legendary Resistances by any means. Track the following between encounters; none of them can refresh by any means:
- Remaining hit points
- Remaining Legendary Resistances
- Remaining Legendary Actions
Treasure Bearer. If the Duck Lord is reduced to 0 hit points, its satchel spills valuables that would set Midas to envy. Roll, three times, a d100 on the Treasure Hoard: Challenge 17+ table; if the d100 result is 0-2, reroll until you get 3–100. Then roll once on the "Duck Lord's Treasure Table"; if the result is a 6, or would give the party a duplicate item from the table, reroll the die until the result would give them an item they do not already possess.
Noncombatant. The Duck Lord takes no hostile actions. If it is Spooked, it can use its action to Dash.
Planar Egress. If the Duck Lord has been in combat for 3 rounds or more, it may use its Action to escape into the Feywild. It cannot use this Action if it has no Legendary Resistances remaining.
Featherburst Dodge. When the Duck Lord takes damage from an attack or spell, it halves the damage (round down).
Smoke-and-Feathers. When the Duck Lord becomes Spooked for the first time in each encounter, every creature within 15 feet must succeed on a DC18 Constitution saving throw or be Blinded until the end of its next turn. The area within 15 feet of the Duck Lord also becomes heavily obscured until the end of the Duck Lord's next turn.
Legendary Resistance (12 total; persistent). If the Duck Lord fails a saving throw, it can choose to succeed instead.
Description
A truly unique escalation of the same smug Duck Lord: bigger feathers, bigger swagger, bigger satchel, and a far bigger sense that the battlefield is its personal walkway. It waddles in at the worst possible moment, blocks sightlines, makes everything awkward, and quacks with the confidence of a creature that has never faced consequences. Smack it, and it panics like a colossal thief caught mid-heist. It bursts into an absurd sprint, somehow slipping past everyone’s best efforts to catch it, leaving you scrambling, swearing, and tripping over each other while the giant duck disappears with your loot and your dignity - leaving nothing behind but its infuriating quackling.
"Why the **** is it so big!?" - Hamish Battlehammer, Paladin of the Order of Watchers







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