The Emerald Queen
Medium fey, lawful evil
Armor Class
15 (emerald bark armor)
Hit Points
134 (16d10 + 48)
Speed
35 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
17 (+3)
Damage Resistances
piercing
Condition Immunities
poisoned, charmed
Senses
darkvision 60 ft., passive Perception 15
Saving Throws
Dex +7, Cha +6
Skills
Acrobatics +7, Deception +6, Perception +5, Persuasion +6
Languages
Common, Elvish, Sylvan
Challenge
7 (2,900 XP)
Legendary Resistance (1/Day). If the queen fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. The queen makes two attacks: one with her shortsword and one with her thornwhip, or two attacks with her longbow.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage.
Thorn Whip. Melee Weapon Attack: +7 to hit, reach 15ft., one target. Hit: 9 (2d4 + 4) slashing damage. The target is grappled (escape DC 14) if the Queen is not already grappling a creature. Until the grapple ends, the target takes 10 (3d6) piercing damage at the start of each of its turns. If the queen uses this attack while a target is already grappled, she may pull the target to her and deal an additional 9 (2d4 +4) piercing damage automatically.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
Hail of Thorns (Recharge 5-6). The queen launches a volley of deadly thorns in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The queen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The queen regains spent legendary actions at the start of her turn.
Strike. The queen makes an attack with her shortsword or her longbow.
Swift Repositioning. The queen can move up to half of her movement speed without provoking attacks of opportunity.
Lair Actions
On initiative count 20 (losing initiative ties), the queen takes a lair action to cause one of the following effects; the queen can’t use the same effect two rounds in a row.
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Vines erupt from the floor and attempt to envelop a creature the queen can see within 120 feet of her. The target must succeed on a DC 14 Strength saving throw or become restrained. A creature can use its action to make a DC 14 Strength saving throw, ending the effect on a success. The vines wilt away when the queen uses this lair action again or when she dies.
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A burst of thorns explodes from the wall and launch at two creatures with deadly precision. Those creatures must succeed on a DC 14 Dexterity saving throw or take 17 (5d6) piercing damage.
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A magical green energy billows around one creature the queen can see within 120 feet of her. The creature must make a DC 14 Wisdom saving throw or or be charmed by the queen until she chooses another lair action.