Huge Aberration, Neutral Evil
Armor Class 18
Hit Points 135 (20d10 + 70)
Speed 35 ft., Climb 20 ft., Swim 10 ft.
STR
29 (+9)
DEX
21 (+5)
CON
18 (+4)
INT
11 (+0)
WIS
9 (-1)
CHA
19 (+4)
Saving Throws STR +15, CHA +10
Damage Resistances All
Senses Blindsight 300 ft., Darkvision Sight, Truesight 150 ft., Passive Perception 17
Languages All
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. Ake, the Frea God King is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +2 to hit with spell attacks). Ake, the Frea God King has following Sorcerer spells prepared:
 Cantrips (at will): Chill Touch, Dancing Lights, Gust, Poison Spray, Shocking Grasp
 1st level (3 slots): Burning Hands, Charm Person, Magic Missile                                                 2nd level (3 slots): Blindness/Deafness, Darkness, Scorching Ray                                               3rd level (2 slots): Counterspell, Dispel Magic                                                                                 4th level (1 slots): Ice Storm

Actions

Guards! Guards! Summons 2 Frea Guards and 3 Frea Barbarians.

Claw Smash. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 25 (5d8 + 5) bludgeoning damage and 10 (2d8 + 2) slashing damage.

Roar. Ranged Weapon Attack: +10 to hit, range 50/100 ft., 1 target. Hit: 15 (5d6) psychic damage and the target is Frightened of Ake for 1d4+1 turns.

Legendary Actions

This monster has 1 Legendary Point per turn.

Explosion of Death (Costs 1 Action). Ake points to a square within 30 feet that is occupied by an enemy. The enemy takes 25 (5d10) necrotic damage and is pushed 20 feet in a random direction. On a successful save, the target takes half damage and is only pushed 5 feet.

 

Description

See 'Frea'.

Lair and Lair Actions

The Frea King's lair is underground, beneath the small town of Durst. It is made of stone, and has the bones of previous victims scattered here and there. It has 3,000 GP worth of treasure in it, and the Sword of Seven Souls.

Lair Actions

On initiative count 18-20 (losing initiative ties), Ake, the Frea God King takes a lair action to cause one of the following effects; Ake, the Frea God King can’t use the same effect two rounds in a row:

  • Call the Stone:  A chunk of ceiling falls and hits an enemy for 10d6 bludgeoning damage.
  • Meld: Ake, the Frea God King melds into the stone, where he becomes immune to all damage except cold, lightning, and psychic. He regains 4d4 hit points per turn. He can only use this if he has not been damaged since his last turn. Also, he can only do this for 3 turns, and this ability has a recharge of 5 turns.  

Regional Effects

The region containing Ake, the Frea God King’s lair is deadened, which creates one or more of the following effects:

  • The forests and fields within 5 miles of the lair die and fill with water (never flooding towns), making the area around the lair a dead swamp, where only Frea and vermin live.
  • Within 2 miles of the lair, Frea get a +2 bonus to AC, hit and damage rolls, and all ability checks and saving throws.

If Ake, the Frea God King dies, these effects fade over the course of 3d4 days.

Habitat: Underdark

mpruitt085

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