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Oberon

Lord of Beasts, Green Lord

Overview

Deep within the glades of the Feywild roams a being as wild as a beast and as passionate as a thunderstorm. His skin is strong and brown like oak, his long unkempt hair is tangled with vines and flowers, his antlers mingle with the moss drooping from the branches. He can see as far as an eagle, he can hear an ant's footfalls, and he speaks the language of the trees. He is the greatest hunter to ever live; none can best him in his realm. He is Oberon, and he is the living soul of the Feywild.  

Passionate and Free

Oberon is the mightiest of the wild fey, those of independent disposition who refuse to bow to any ruler. As such, he does not rule a court in the same way that Titania or the Queen of Air and Darkness does. Rather, the wild fey defer to him whenever their paths cross not out of allegiance but out of respect for his prowess, as well as out of caution. Oberon's mood changes like the wind, and is so powerful that the weather itself reflects his whims.  

Lover and Fighter

Oberon lives in the moment. His whirlwind romances are legendary, wherein he may spend a week, a month, or even just a single evening passionately wooing a beautiful woman, only to leave her without warning when the mood takes him to do so. His most famous romance, as well as longest-lasting, has been with Titania. The two have, in the past, been alternately lovers, mortal enemies, and for a century or two even managed to be both. Their current relationship is of passionate friendship, and Oberon values the levelheaded counsel that Titania provides him with.  

King of the Forests

Oberon does not have a permanent lair, as he is always on the move. Rather, he is attuned to every branch and stream in the Feywild; in essence, all the wilderness of the Feywild is his lair. Oberon has access to his lair actions and regional effects while within an area of healthy wilderness within the Feywild. He also has access to one of his lair actions while within an area of wilderness in the mortal world where the Feywild has an exceptionally large amount of influence, and at least one of his regional actions will typically still apply.   While within the Feywild, Oberon can use his Legendary Resistance an additional 2 times. If Oberon is encountered in the Feywild, he has a challenge rating of 24 (62,000 XP).  

Lair Actions

On initiative count 20 (losing initiative ties), Oberon takes a lair action to cause one of the following effects:
  • Oberon casts hunter's mark on one creature that he can see. He does not need to concentrate on this spell, and the effects persist until the target leaves the Feywild.
  • All beasts and plants friendly to Oberon gain advantage on all attack rolls and saving throws until initiative count 20 of the following round.
  • Grasping roots and vines erupt in a 20-foot radius sphere from a point on the ground that Oberon can see within 120 feet of him. The area becomes difficult terrain, and each creature in the area when it first appears must succeed on a DC 18 Strength saving throw or become restrained. A creature can be freed if it or another creature takes an action to make a DC 18 Strength check and succeeds. The roots and vines wilt away if Oberon uses this action again or he dies.
 

Regional Effects

The region of the Feywild that Oberon currently occupies responds to his presence, which creates one or more of the following effects:
  • The weather within 5 miles of Oberon reflects his current mood. For example, if he is happy the weather is clear and bright, if he is sullen it is cloudy and drab, if he is angry it is stormy, etc. Whenever his mood changes, the weather will begin to change as if affected by the control weather spell. Oberon does not have conscious control of this.
  • Creatures friendly to Oberon within 5 miles of him gain advantage on all Wisdom (Survival) checks.
   

Oberon CR: 23 (50,000 XP)

Large fey (shapechanger), chaotic neutral
Armor Class: 19
Hit Points: 252 (24d10 + 120)
Speed: 50 ft

STR

24 +7

DEX

16 +3

CON

20 +5

INT

15 +2

WIS

20 +5

CHA

18 +4

Saving Throws: Str +14, Dex +10, Con +12, Wis +12
Skills: Athletics +14, Intimidation +12, Nature +9, Persuasion +12, Survival +19
Damage Resistances: Cold, Lightning
Damage Immunities: Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
Condition Immunities: Charmed, Frightened, Petrified
Senses: Truesight 120 feet, Passive Perception 15
Languages: Druidic, Primordial, Sylvan
Challenge Rating: 23 (50,000 XP)

Green Stride. Oberon can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Oberon is unaffected by difficult terrain created by plants, and is immune to being grappled or restrained by plants.   Innate Spellcasting. Oberon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  Keen Senses. Oberon has advantage on all Wisdom (Perception) checks.   Legendary Resistance (3/Day). If Oberon fails a saving throw, he can choose to succeed instead.   Magic Resistance. Oberon has advantage on saving throws against spells and other magical effects.   Magic Weapons. Oberon's weapon attacks are magical.   Speak with Beasts and Plants. Oberon can communicate with beasts and plants as if they shared a language.   Nature's King. When a beast or plant creature attacks Oberon, that creature must make a DC 21 Charisma saving throw. On a failed save, the creature must choose another target or the attack automatically misses. The creature is aware of this effect before it makes its attack against Oberon. Additionally, Oberon is immune to all poisons produced by beasts and plants, including magical plants.   Regeneration. As long as he remains within an area of healthy wilderness, Oberon regains 10 hit points at the start of his turn. If he takes necrotic damage or moves out of an area of healthy wilderness, this trait doesn't function at the start of his next turn. Oberon dies only if he starts his turn with 0 hit points and doesn't regenerate. If Oberon dies while within an area of healthy wilderness, he regenerates in a random location in the Feywild 1d10 days later.

Actions

Multiattack. Oberon makes three attacks with either his spear or his longbow.   Spear. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 2d6 + 7 piercing damage or 2d8 + 7 piercing damage if wielded with two hands.   Longbow. Ranged Weapon Attack: +14 to hit, range 150/600 feet, one target. Hit: 2d8 + 7 piercing damage.   Wild Shape. Oberon magically polymorphs into a beast that has a challenge rating equal to or less 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 (Oberon's choice). In a new form, Oberon retains his game statistics and ability to speak, but his AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and he gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that he lacks.

Legendary Actions

Oberon can take 2 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. Oberon regains spent legendary actions at the start of his turn.   Hunter's Volley. Oberon takes the Multiattack option.   Lunge. Oberon moves up to his speed and makes one melee attack.

Alignment
Chaotic Neutral
Children
Gender
Male

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