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Antler-King

Medium humanoid (human), any
Armor Class 21 (+3 plate)
Hit Points 192hp (23d8+92) 23d8+92
Speed 30ft

STR
18 +4
DEX
11 0
CON
18 +4
INT
15 +2
WIS
15 +2
CHA
20 +5

Saving Throws Con +10, Wis +8
Skills Athletics+ 10, Persuasion +11, Religion +8
Senses passive Perception 12
Languages Common, Elvish, Sylvan, Waelen
Challenge 18


The King in Green (Recharges after a Short or Long Rest). As a bonus action, the king can enter a blessed state at the start of his turn. The blessing lasts for 1 minute or until the king is incapacitated. While blessed, the king gains the following benefits:   The king sheds bright green light in a 20-foot radius and dim light for an additional 20 feet. Any creature in the area of the light can’t benefit from being invisible.   The king has advantage on saving throws against spells and other magical effects.   When the king makes a Charisma or Strength check, he can replace the number he rolls with a 15.     Legendary Resistance (2/Day). If the king fails a saving throw, it can choose to succeed instead.   Weapon Mastery. When the king hits with a melee weapon, it deals one extra die of the weapon's damage, plus an additional 6 damage (included in the attack).


Actions

Multiattack. The king makes three solais attacks.   Solais. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d6 + 13) 3d6+13 slashing damage. Solais is a +3 silvered magic weapon.   Blessed Fury (Recharge 5-6). The king uses Multiattack. Each attack that hits deals an extra 9 (2d8) 2d8 damage of the following types (king's choice): lightning, radiant, or thunder.

Reactions

Goddess' Protection. In response to being hit by an attack, the king reduces the damage to 0 and each creature within 5 feet of the king takes 13 (3d8) 3d8 radiant damage.


 

Legendary Actions

The 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 king regains spent legendary actions at the start of his turn.   King’s Blessing. The king bestows his blessing on one ally he can see within 30 feet of him. The ally has advantage on attack rolls and saving throws it makes until the start of the king’s next turn.   Imperious Blow (Costs 2 Actions). The king makes a Solais attack. If it hits, the target must succeed on a DC 19 Wisdom saving throw or be frightened of the king until the end of its next turn.   Word of Peace (Costs 3 Actions). The king speaks with the voice of the goddess. Each creature within 30 feet of the king that can hear him must succeed on a DC 19 Wisdom saving throw or be charmed for an hour. While charmed by the king, a creature becomes indifferent about creatures that it is hostile toward. A creature is no longer charmed if it is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again, unless the DM rules otherwise. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the king's Word of Peace for the next 24 hours.


The Antler-King of the Isles, more commonly known as the High King or even the King in Green, is the ruler of all the Waelen and symbolically the husband and champion of the Earthmother. Should she call upon him, he must fight her battles. However, this is highly theoretical and mainly used as a symbol of his right to rule, for this has not happened in centuries. The king is required to be as much a warrior as a diplomat, charged with the difficult task to maintain a semblance of unity among the clans.   On his crowning day, the aspiring king enters Fharraige Fáil, the sea of destiny, a moonwell said to be the first place the goddess appeared and gifted the antler-crown and the oathblade Solais to the first King in Green. There, he meets with the Earthmother and is judged. If he is accepted, he emerges from the waters wrapped in green and silver mist, reborn as hers and invested by her powers. If he is rejected, he is never seen again, and the pool fills with blood as the mad laughter of Da Dhiogail is heard.   This tradition has prevented the Waelen from having a royal bloodline, for the king has no a queen and his children have no claim to the throne. The death of a High King is always followed by a time of turmoil across the isles, as clans compete against each other to present their best candidates for the throne. Many different types of men have been High King, from conquerors to schemers and diplomats, or even tyrants at times. It takes ambition, courage, and probably a touch of madness to wish for the antler-crown. Only the goddess knows why she picks who she does, choosing who her people need, and not necessarily who they want.   The Antler-King leads with a sacred right, seating atop the figurative pyramid of power. To defy him is to defy the will of the goddess herself and his position is only rivaled by the leathdhia demigods and the archdruids. The king surrounds himself with oathbound nobles representative of each clan, defending the interest of their homeland. Kinship plays a great deal on the political chessboard, as more than a few High Kings have favored their initial clan throughout their rule. Noble houses also take pride in providing a suitable High King and benefit greatly in influence from his ascension. In theory anybody, man or woman, can wear the antler-crown, but in reality, only a handful of Antler-Queens or plebeians ever ruled.

the capital of the Waelen Isles, on a hunting trip, N.B. should be a difficult boss battle with a long buildup


Created by

sammulk.

Statblock Type

Monster / Creature

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