King of Ruins (5e Creature)

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King of Ruins[edit]

Medium undead, lawful evil


Armor Class 18 (natural armor)
Hit Points 300 (24d8 + 192)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 26 (+8) 20 (+5) 18 (+4) 21 (+5)

Saving Throws Con +13, Wis +9, Cha +10
Skills Arcana +15, History +15, Intimidation +10, Perception +9
Proficiency Bonus +5
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, Common, Draconic
Challenge 13 (10,000 XP)


Legendary Resistance (3/Day). If the king of ruins fails a saving throw, he can choose to succeed instead.

Reanimation Aura. The king of ruins radiates an aura of necrotic energy in a 30-foot radius. Any dead creatures within the aura (except undead) must succeed on a DC 18 Constitution saving throw or rise as undead (zombies or skeletons) at the start of the king of ruins' next turn.

ACTIONS

Multiattack. The king of ruins makes two attacks.

Blade of the Shattered Kingdom (Greatsword). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage and 16 (3d10) necrotic damage.

Decay Slash (Recharge 5-6). The king of ruins swings his sword in a wide arc, releasing necrotic energy in a 15-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

Soul Drain (Recharge 5-6). The king of ruins targets one creature within 10 feet of him that he can see. If the target is alive, it must make a DC 18 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The King of Ruins regains hit points equal to half of the damage dealt.


LEGENDARY ACTIONS

The King of Ruins 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 of Ruins regains spent legendary actions at the start of its turn.

Necrotic Blast. The King of Ruins releases a pulse of necrotic energy. Each creature within 10 feet must succeed on a DC 18 Constitution saving throw or take 14 (4d6) necrotic damage.
Grasp of Ruin. The King of Ruins summons skeletal hands from the ground to grab one creature within 30 feet. The target must succeed on a DC 18 Strength saving throw or be restrained for 1 minute.
Terrifying Presence (Costs 2 Actions). The King of Ruins emits a wave of fear. Each creature of the King’s choice within 30 feet must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute.

Screenshot 20240911-150240~2.png
King of Ruins sitting on his throne

The King of Ruins is a tragic and tormented figure, driven by an insatiable thirst for ancient knowledge that he believes will help him restore his long-lost kingdom. His downfall came when his hubris and obsession with power led to the destruction of his realm, a cataclysmic event that left him cursed and forsaken by the gods. Banished to the Shadowfell, the King of Ruins roams the desolate wastes, endlessly scheming to rebuild his empire.
Though once a proud and commanding ruler, his centuries of wandering have left him a hollow shadow of his former self. He is consumed by regret and guilt for his role in the collapse of his kingdom, yet his pride prevents him from accepting that it was his fault. He seeks forbidden and forgotten knowledge, hoping to unlock the secrets of necromancy, dark magic, and even the divine, all to regain his former glory.
His personality reflects the decay he embodies—bitter, manipulative, and cold. He is relentless in his pursuit of power, willing to sacrifice anything or anyone to achieve his goals. Despite his ruthless nature, there is a deep sadness in him, as he clings to the past and a kingdom that can never be fully restored. The King of Ruins is cunning and resourceful, using his vast knowledge of destruction and necromancy to command the remnants of his once-great army, now an undead host that marches in his name.
Ultimately, his quest for ancient knowledge is a desperate attempt to defy his cursed fate, seeking the one secret that will allow him to reclaim what was lost. But the more he uncovers, the more twisted and distant his vision of restoration becomes, turning him further into a being of ruin and destruction.

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