Freki Yngling

Freki Yngling

Medium High Elf, Noble, Neutral Evil

Armor Class 17 (Elvish plate
Hit Points 90 5d12+10
Speed

STR

15
( +2 )

DEX

19
( +4 )

CON

11
( +0 )

INT

15
( +2 )

WIS

12
( +1 )

CHA

19
( +4 )

Saving Throws Dex +6, Charisma +8
Skills Deception +9, Perception +6, Animal Handling +6
by Colonel 101
Senses Darkvision 60ft, passive Perception 15
Languages Common, Elvish
Challenge Rating 14
Proficiency Bonus +4

Description

High Elf noble and father to Hope. He lives in a castle win the alps where he looks to dominiate all Elf-kind.

Ideals

Only I can lead all Elves

Bonds

Why have bonds when the world is ours to take?

Flaws

Flaws? A god like me has no flaws!!

Suggested Environments

Home castle


Fey Ancestry. As a High Elf, he has advantage against saving throws against Charm magic, and immunuty to Sleep magic.   Unearthly Speed. Freki can double his speed to even in his plate armour. He can move once as an action to run into combat and still make his attacks. He needs a long rest before doing so again.   Silver Tongue. Once a day Freki can make a Deception roll against an enemy he can see within 30 feet, and they have disadvantage on the saving throw. Once it is their turn, they are unable to cast a spell or attack during the Action phase.   Antimagic Icon. Being paranoid about magic attacks Freki wears an Antimagic Icon on a strip of leather round his neck. This follows the rules for the Antimagic spell.

Actions

Multiattack. Freki can make 3 attacks with his longsword.   Longsword. Melee Weapom Arrack +10 to hit, 5 ft, one target. Hit: 10 1d8+6 slashing damage single handed, or 11 [roll1d10+6] slashing damage two handed.

Bonus Actions

Call the Pets. Freki can call 1d4 Shadow Mastiffs and / or Displacer Beasts to his side (some are always near him), appearing within 5 feet of him, and attack on his Initiative round right after him.

Reactions

Parry. Freki can parry one attack on his person with his longsword as a Reaction. No damage is taken from this attack.

Lair Actions

When Freki is alive, one of the following can take place if he or his henchmen decide, or if an intruder makes a wrong turn.  

  • Pit trap. The vicitm steps on a 10 foot pit trap that causes 2d8 piercing damage from spikes at the bottom. Usually covered with some type of rug or wooden decoration.
  • False room. The victim opens a door to find it is false and a wall behind it.
  • Poison eoom. The victim opens the wrong door or sets off a trap in a door they shouldn't open, and gets locked in. Poison gas starts flooding it causing the Poiisoned condtion & 2d4 poiison damage if a DC 15 Constitution saving throw is failed. if passed the poison does half damage and the victim is not Poisoned.
  • Spike drop. A victim steps on a floorboard or stone accidentally triggering a trap attached t othe ceiling. A mesh of metal spikes drops on them doing 2d6 piercing damage.

Freki lives in a castle he had designed himself. There is many traps and secrets hidden inside, and he has pets drawn from the Feywild and Shadowfell. While anyone who decides to harm him could very well find how deadly this could be.


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