Cursed King

Level 10
Creature· chaoticMediumLegacy
AC
29
HP
210
Speed
25 ft.
Perception
+20
Fort
+20
Ref
+20
Will
+16
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses fire 10
Languages necril
Senses darkvision
Skills athletics +23, intimidation +17, stealth +17
Recall Knowledge DC 27 (religion)

Attacks

Melee Jaws +23 (unarmed), Damage 2d12+13 piercing
Melee Fist +23 (agile, unarmed), Damage 2d8+13 bludgeoning

Abilities

Deadly Pursuit

Trigger A creature within the cursed king's reach attempts to move away


Effect The cursed king Strides up to its Speed, keeping the creature within reach until the creature stops or the cursed king has moved its full Speed. If the creature is still within reach, the cursed king makes a jaws Strike against it.

False Authority

30 feet. When a creature enters or ends its turn within the cursed king's aura, it must attempt a DC 26 will save. If it fails, it becomes Frightened 2. If it critically fails, it's cowed into submission; in addition to becoming frightened 2, it must use its first action on its turn to kneel or flee from the cursed king. A creature who succeeds at its saving throw becomes immune to the king's false authority for 24 hours.

Usurper's Curse

When a creature slays a cursed king, it must attempt a DC 29 will save. On a failure, it suffers the effects of the usurper's curse.

Void Healing
Berserk

At the beginning of each of its turns in combat, a cursed king must attempt a DC 2 flat. If it succeeds, the DC increases by 1. If it fails, it immediately goes berserk, becoming mindless for the rest of its turn, immune to all mental effects, and attacking the nearest creature it can reach. While it's berserk, each of its unarmed attacks gain the deadly d8 trait. At the end of a turn it failed this flat check or whenever the combat encounter ends, the DC resets to 2.

Usurper's Curse

DC 30 will saving throw. On a failure, the creature who killed the cursed king becomes Stupefied 1. On a critical failure, it becomes Stupefied 2. As long as that creature remains cursed, it can't remove or decrease the value of the stupefied condition in any way. Afflicted creatures must attempt the saving throw again every 24 hours, increasing the stupefied condition by 1 on a failure or 2 on a critical failure. If the condition ever increases past Stupefied 4, they transform, body and mind, i

Grab

A cursed king is a grotesque mockery of ambition. When treasonous advisors, false prophets, and rebel leaders are captured by evil rulers, they're subjected to all manner of torture and humiliation before their eventual executions. But the cursed king isn't even granted dignity in death, as after their beheading, a desiccated animal head is sewn onto their neck. These horrific mummies are then dressed in fine linens and jewelry befitting royalty—a permanent warning of what happens to those who seek to rise above their station.

A cursed king is bound in servitude to the ruler against whom they once fought, forced to act as a bodyguard. Even the death of their maker gives no reprieve, as they guard the true monarch's tomb forever.