Final Awakening (Recharges after a Short or Long Rest). If the King of Feathers would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it gains a +1 bonus to its AC, it recharges its Deadly Plumage, and it regains any expended uses of Legendary Resistance. Additionally, the King of Feathers can now use the options in the “Mythic Actions” section for 1 hour.
Legendary Resistance (4/Day). If the King of Feathers fails a saving throw, it can choose to succeed instead.
Unusual Nature. The King of Feathers doesn’t require food or drink.
Detect Invisibility. The King of Feathers can see invisible creatures and objects as if they were visible.
Innate Spellcasting. The King of Feathers's innate spellcasting ability is Wisdom. It can innately cast the following spell, requiring no material components: Misty Step.
Multiattack. The King of Feathers makes three attacks, choosing between Bite, Claw and Tail attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage. If the target is a Huge or smaller creature, it is grappled (escape DC 21) and is restrained until this grapple ends. The King of Feathers can have only one creature grappled this way at a time.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Deadly Plumage (Recharge 5–6). The King of Feathers throws a fan of feathers with his tail in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) force damage. On a successful save, the creature takes half as much damage.
Misty Step. The King of Feathers's casts Misty Step.
The King of Feathers can take 3 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. The King of Feathers regains spent legendary actions at the start of its turn.
Attack. The King of Feathers makes one Claw or Tail attack.
Rush. The King of Feathers moves up to its speed.
Ground Smash Attack (Costs 2 Actions). The King of Feathers smashes the ground. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The King of Feathers can then move up to half its speed.
Feather Spear (Costs 3 Actions). The King of Feathers shoots up to four feathers from his tail. Each feather hits a creature of his choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target.
If the King of Feathers's Final Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Swallow. The King of Feathers swallows a creature restrained in its mouth. The target takes 75 (12d10+10) and is swallowed inside The King of Feathers. A creature swallowed this way is restrained, and takes 21 (6d6) acid damage at the beggining of its turn.
Frightening Flare (Costs 3 Actions). The King of Feathers growls with deastating force. Each creature in a 60-foot-radius sphere centered on the King of Feathers must succeed on a DC 23 Constitution saving throw or take 44 (10d8) psychic damage. Creatures dealt damage this way can only take one action, bonus action, or reaction on each of their turns, and must repeat the saving throw at the end of each of their turns to end this effect.
Description
The King of Feathers was a magical tyrannosaurus rex that reigned supreme as the monster lord of the ruins of Omu in Chult in the late 15th century DR. He was feared by all the other creatures that dwelt within the remnants of the Forbidden City.
He made his lair within the ruined amphitheater located in the former city, usually resting there during the day and heading out to hunt at night. The sizable footprints in the mud there warned of his presence to all who explored within. While most wise creatures of Omu avoided the amphitheater, five deinonychuses laired in the stands, and ventured out to hunt whilst the King of Feathers was away. Explorers could cross paths with the King of Feathers wherever they were in Omu, and least expecting it.
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