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Caesindaar, the Forest King

Caesindaar, the Forest King CR: 15

Huge dragon, lawful evil
Armor Class: 19 (Natural Armour)
Hit Points: 207 (18D12+90)
Speed: 40 ft , fly: 80 ft , swim: 40 ft

STR

23 +6

DEX

12 +1

CON

21 +5

INT

18 +4

WIS

15 +2

CHA

17 +3

Saving Throws: Dexterity +6, Constitution +10, Wisdom +7, Charisma +8
Skills: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 22
Languages: Common, Draconic and Giant
Challenge Rating: 15

Innate Spellcasting. Caesindaar can cast one of the following spells, requiring no material components and using his Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks):

  • 1/Day each: invisibility, plant growth, speak with animals.


Amphibious. Caesindaar can breathe air and water.   Legendary Resistance (3/Day). If Caesindaar fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Caesindaar can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 2D10+6 piercing damage plus 2D6 poison damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2D6+6 slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 2D8+6 bludgeoning damage.   Frightful Presence. Each creature of the Caesindaar's choice that is within 120 feet and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Caesindaar's Frightful Presence for the next 24 hours.   Poison Breath (Recharge 5–6). Caesindaar exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 16D6 poison damage on a failed save, or half as much damage on a successful one.     BONUS ACTION   Change Shape. Caesindaar magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Caesindaar's choice).   In a new form, Caesindaar retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Caesindaar 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. Caesindaar regains spent legendary actions at the start of its turn.   Detect. Caesindaar makes a Wisdom (Perception) check.   Tail Attack. Caesindaar makes a tail attack.   Wing Attack (Costs 2 Actions). Caesindaar beats his wings. Each creature within 10 feet of him must succeed on a DC 19 Dexterity saving throw or take 2D6+6 bludgeoning damage and be knocked prone. Caesindaar can then fly up to half its flying speed.

Lair Actions

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

  • Ensnaring Vegetation. Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that Caesindaar can see within 120 feet of him. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when Caesindaar uses this lair action again or when the he dies.
  • Thorn Wall. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Caesindaar. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 4D8 piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 4D8 piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when Caesindaar uses this lair action again or when he dies.
  • Beguiling Mist. Magical fog billows around one creature Caesindaar can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Caesindaar until initiative count 20 on the next round.
  • Catch Breath. Caesindaar rolls a D6. On a 6, he regains his breath weapon action.
  • Lair Rejuvenation. Caesindaar regains hit points equal to the number of Hit Dice he has by drawing on the magical energy suffusing his lair.
  • Lingering Breath. Any creature that took damage from Caesindaar's breath weapon on his previous turn immediately takes 3D6 poison damage, as the breath weapon's energy lingers and clings to its targets.
  • Toughened Scales. Glowing, magical energy swirls across Caesindaar's scales, granting him resistance to bludgeoning, piercing and slashing damage until initiative count 20 on the next round.
  • Creeper Vines. Caesindaar can use and roots within his lair to animate up to three humanoid corpses, which become zombies. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again or when the zombie is destroyed.
  • Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 3D6 bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Regional Effects

The region containing Caesindaar’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Maze of Thorns. Thickets form labyrinthine passages within 1 mile of the his lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 1D6 piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Leave No Trace. Within 1 mile of its lair, Caesindaar leaves no physical evidence of his passage unless it wishes to. Tracking him there is impossible except by magical means. In addition, he ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
  • Bestial Spies. Rodents and birds within 1 mile of the dragon’s lair serve as the Caesindaar's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
  • Inviting Whispers. Whispers rustle in the foliage within 1 mile of Caesindaar's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
  • temporarily
If Caesindaar dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1D10 days, they become mundane plants and normal difficult terrain, losing their thorns.

 

Jaskier, the Bard CR: 9

Medium humanoid, lawful evil
Armor Class: 15 (Chain Shirt)
Hit Points: 207 (18D12 +90)
Speed: 30 ft

STR

11 +0

DEX

14 +2

CON

12 +1

INT

18 +4

WIS

15 +2

CHA

17 +3

Saving Throws: Dexterity +6, Wisdom +6
Skills: Deception +7, Insight +6, Perception +10, Persuasion +7, Stealth +6
Senses: Passive Perception 20
Languages: Common, Draconic and Giant
Challenge Rating: 9

Spellcasting. Jaskier is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following bard spells prepared:

  • Cantrips (at will): mending, light, vicious mockery.
  • 1st-level (4 slots): command, detect magic, dissonant whispers, speak with animals.
  • 2nd-level (3 slots): detect thoughts, suggestion.
  • 3rd-level (3 slots): fear, dispel magic, plant growth.
  • 4th-level (2 slots): dimension door, greater invisibility.


Song of Rest. Jaskier can perform a song while taking a short rest. Any ally who hears the song regains an extra 1D6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. Jaskier can confer this benefit on itself as well.   Legendary Resistance (3/Day). If Jaskier fails a saving throw, he can choose to succeed instead.

Actions

Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 1D4+2 piercing damage.     BONUS ACTION   Taunt (2/Day). Jaskier can use a bonus action on his turn to target one creature within 30 feet. If the target can hear Jaskier, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.   Change Shape. Jaskier magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form (Caesindaar, The Forest King). He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Jaskier's choice).   In a new form, Jaskier retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Alignment
Lawful Evil
Current Location
Ethnicity
Life
50 500 450 years old
Circumstances of Death
Killed by an ice-filled fireball from Andamades in his lair.
Birthplace
The Virescent Canopy
Children
Current Residence
Caesindaar's Lair
Gender
Male
Eyes
Bright Green
Skin Tone/Pigmentation
Green Scales
Ruled Locations

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