Emerald King
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Medium fey, neutral good


Armor Class 17 (half plate)
Hit Points 170 (20d8 + 80)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 20 (+5) 18 (+4) 20 (+5)

Saving Throws Con +10, Wis +10, Cha +11
Skills Arcana +11, Perception +10
Damage Resistances acid; bludgeoning, piercing, and slashing from weapons that aren’t made of cold iron.
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral; telepathy 100 ft.
Challenge 17 (18,000 XP)


Control Plants. As a bonus action, the Emerald King can cause all plants within 100 feet to move up to 10 feet.

Innate Spellcasting. The Emerald King’s innate spellcasting ability score is Charisma (save DC 19, +11 to hit with spell attacks). The Emerald King can innately cast the following spells, requiring no material components.

  • At will: continual flame, detect evil and good, invisibility (self only), moonbeam, zone of truth
  • 3/day each: blight, dispel evil and good, dispel magic
  • 1/day each: demiplane, heal

Legendary Resistance (3/day). If the Emerald King fails a saving throw, he can choose to succeed instead.

Magic Weapons. The Emerald King’s weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below).

Actions


Multiattack. Erishel, the Emerald King makes three attacks with either his sword or his emerald crown.

Wyrmlor (the Emerald Sword). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the sword two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn. The weapon deals an additional 13 (3d8) slashing damage against mirk dragons and 10 (3d6) slashing damage against all other dragons.

Emerald Crown. Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 (4d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the bolt hits a target, light glows in a 10-foot radius from that point, creating dim light. The light is stationary and lasts until the end of the Emerald King’s next turn.

Additionally, his crown allows him to use Lair Actions.

Fearful Shadows (Recharge 5-6). The Emerald King can magically animate the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) cold damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest.

Summon Archer (1/Day). The Emerald King magically summons 3 Elvish veteran archers. Each summoned elf appears in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. These elves are normally in the Emerald King's service. They remain until destroyed or dismissed as an action.

Reaction


Radiant Defense. The enchantment of the Emerald King is so strong that attack rolls made against him with disadvantage. If the attack hits, the Emerald King takes half damage

Legendary Actions


The Emerald King 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 Emerald King regains spent legendary actions at the start of his turn.

Sword. The Emerald King makes a sword attack.

Woodwalking. The Emerald King teleports from one area of foliage to another within 100 feet.

Aura of Bewilderment (2 actions). While he is within the forest, the Emerald King can bewilder the minds of other creatures within 30 feet. A creature other than a dragon or fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of the Emerald King’s next turn.

Lair


The Emerald King resides in Erishae, the Emerald Court, within the enchanted forest of the Waking Wood. The Tower Tree is his home, a living structure of green and wood. His crown signifies his role as the Emerald King and grants him his Lair Actions.

Lair Actions. On initiative count 20 (losing initiative ties), the Emerald King takes a lair action to cause one of the following effects; the Emerald King can’t use the same effect two rounds in a row:

  • The Emerald King creates four beams of sunlight or moonlight at four points he can see within 100 feet. The beams each illuminate a 10-foot radius with dim light. These beams last until the Emerald King uses this action again, or until he dies.
  • The Emerald King magically summons three sylvan elf enchanters. The enchanters appear in unoccupied spaces the Emerald King can see within 60 feet. The enchanters act immediately and remain until initiative count 20 on the following round.

Regional Effects. The region containing the Emerald King’s lair is warped by the fey lord’s magic, which creates one or more of the following effects:

  • Nature flourishes vibrantly in the region within 6 miles of the lair and is home to numerous beasts and fey.
  • The Emerald King can communicate telepathically with and share the senses of any tiny beast within 10 miles of his lair. His favorite spy is a Montegan green lizard he calls Gwyr.
  • Weather conditions don’t inhibit sunlight or moonlight shining within 10 miles of the lair; clouds part, rain seems to channel moonbeams, snow takes on a luminous glow.

If the Emerald King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.


Erishel, the Emerald King, is the son of Heshirius, first king of the Emerald Court. He remembers well the Burning of the Sylvan Dominion. He buried his father in the Grove of Kings, and his eldest son Deakliel as well, both dead at the claws of dragons. Still, his second son, Malavyr, was seduced by the Dragon King and betrayed his home, fleeing to Dargaul to join the Brothers of the Dragon, try to murder his surviving brother, and defile the graves of Heshirius and Deakliel.

Erishel's reign has been a heavy burden. His hope is that Deakler, the son of Deakliel, will grow into a temperament suitable for a king.


Born: Bloomsplendor 4th, -250
Died:

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