King Oberon

Medium fey, chaotic good

Armor Class

17

Hit Points

262 (25d8 + 150)

Speed

35 ft.

Saves

Cha +13, Dex +13, Int +13

Skills

Perception +11, Persuasion +14, Stealth +13

Damage Immunities

necrotic, poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 60 ft.,

Languages

Sylvan, Common, Elvish, Primordial

Challenge

20

Innate Spellcasting

Oberon's innate spellcasting ability is Intelligence (spell save DC 19). Oberon can innately cast the following spells, requiring no components. • At will: druidcraft, friends, light • 3/Day: charm person, confusion, counterspell, detect thoughts, dimension door, dispel magic, fog cloud, heal, sleep, thunderwave, tree stride • 1/Day: animate objects, banishment, dominate person, feeblemind, foresight, globe of invulnerability, modify memory, phantom steed, scrying, sunburst

Magic Resistance

Oberon has advantage on saving throws against spells and other magical effects.

Magic Weapons

Oberon's attacks are magical.

Speak with Beasts and Plants.

Oberon can communicate with beasts and plants as if they shared a language.

Actions

Multiattack

Oberon makes three attacks with his sword.

+3 Longsword

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) slashing damage plus 11 (2d10) radiant damage and reduces the target's hit point maximum by the same amount. The target must finish a short or long rest to regain these hit points.

Summon Unicorns (1/Day)

He can summon 1d4 unicorns. They appear in unoccupied spaces within 60 feet of him.