King Oberon, Lord of the Spring Court
Medium Fey
AC 20
HP 225 (30d8+45)
Speed 30ft., Fly 60ft.
STR 18 (4) DEX 18 (4) CON 16 (3) INT 20 (5) WIS 17 (4) CHA 30 (10)
Saving Throws: Dexterity +11,Intelligence +9 , Wisdom +8, Charisma +15
Skills: Athletics +11, Acrobatics +11, Arcana +12, Deception +17, Insight +11, Perception +11, Performance +17, Persuasion +17, Survival +11
Damage Resistances: Bludgeoning, Slashing, and Piercing
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Truesight 60ft. Darkvision 120ft. Passive Perception 19
Languages: Understands all languages.
CR: 24
ABILITIES
Legendary Resistance (3/Day). If King Oberon fails a saving throw, he can choose to succeed instead.
Magic Resistance. King Oberon has advantage on saving throws against spells and other magical effects.
Vernal King. Fey creatures targeted by King Oberon’s spells or abilities make their saving throws at Disadvantage.
Otherworldly Presence. Each creature who can see King Oberon must succeed on a DC 23 Wisdom saving throw or become Charmed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If King Oberon attempts to harm a creature Charmed by this effect, the effect immediately ends.
If a creature’s saving throw is successful or the effect is otherwise ended, the creature is immune to this ability for the next 24 hours.
Actions.
Multiattack. King Oberon makes three Springleaf Blade attack.
Springleaf Blade. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) slashing damage and 9 (2d8) radiant damage.
Rampant Growth (Recharge 5-6). King Oberon picks a point within 60ft., causing thick tendrils of ivy to rapidly sprout and grow from any natural surface in a 30ft. radius from that point. Enemies caught in the ivy must make a DC 23 Strength Saving throw or be Restrained. On a successful save, the creature is not restrained, but the area becomes difficult terrain for them as the ivy attempts to entangle them as they move through it. Any enemy ending their turn in the ivy must make the Strength Saving throw or become Restrained, unless they are already. The ivy created this way lasts for 1 hour, after which it withers and dies.
Warding Vines (Recharge 6). King Oberon chooses up to 10 creatures. Shimmering magical vines encircle each creature, forming an additional layer of protection around them for the next 10 minutes. Creatures wrapped in these magical vines gain 20 temporary hit points, a +2 to their AC, and have advantage on saving throws against spells. On each turn after these vines are created, King Oberon may use a Bonus Action to heal a warded creature for 4d8 hit points as long as they are within 60ft of him.
Spellcasting. King Oberon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23)
At will: Absorb Elements, Charm Person, Command, Detect Magic, Entangle, Faerie Fire, Hunter’s Mark, Tasha’s Hideous Laughter, Detect Thoughts, Enlarge / Reduce, Enthrall, Hold Person, Spike Growth, Beacon of Hope, Call Lightning, Daylight, Hypnotic Pattern, Major Image, Plant Growth, Sending, Summon Fey
3/day each: Confusion, Dimension Door, Freedom of Movement, Grasping Vine, Greater Invisibility, Hallucinatory Terrain, Storm Sphere, Awaken, Dawn, Geas, Greater Restoration, Hold Person, Insect Plague, Steel Wind Strike, Chain Lightning, Mass Suggestion, Otto’s Irresistible Dance, Transport Via Plants, Scatter, Wall of Thorns
1/day each: Crown of Stars, Mirage Arcane, Plane Shift, Project Image, Teleport, Control Weather, Dominate Monster, Sunburst, Foresight, Mass Heal, Storm of Vengeance
Bonus Actions.
Fey Step. King Oberon teleports, along with any equipment he is wearing or carrying, up
to 30ft. In an unoccupied space he can see.
Reactions.
Misty Escape (Recharge 4-6). In response to taking damage, King Oberon turns invisible and teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. He remains invisible until the start of his next turn or until he attacks, makes a damage roll , or casts a spell.
Legendary Actions.
King Oberon 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. King Oberon regains spent legendary actions at the start of his turn.
Springleaf Blade. King Oberon attacks with his Springleaf Blade.
Fey Step. King Oberon uses his Fey Step.
Rampant Growth (Costs 2 Actions). King Oberon uses his Rampant Growth.
Spellcasting (Costs 2 Actions). King Oberon uses his Spellcasting.
Notes - Oberon is the King of the Spring Court, and Husband to Titania, and Ostara (Each of the Fey Lords take a political marriage (Titania), and a consort within their season (Ostara) to maintain alliances as well as the lineages found in each seasonal court.) As well as the brother of Queen Mab, coming from a different clan of fey in the ancient past.
Known for his Jovial personality, Oberon is a voice of reason between his more extreme or contemporaries in the seasonal courts, often hosting grand events like balls and feasts just to keep his complicated family from killing one another. He seems to enjoy the sisyphean task though.
King Oberon is a master swordsman and carries the “Spring Leaf Blade” a thin, impossibly sharp sword, that he wields with incredible accuracy, even amongst the supernatural beings of the feywilds. This blade as well as the dagger known as “Asazakura” were wedding gifts, forged and exchanged between Oberon, and the Queen of Spring Ostara.