Once, every city in Athas was led by a king or queen. They were the top of the social order. Often, they lived near the city in a fortified palace bustling with minor officials. When a potentate found it necessary to leave his or her palace, he or she did so only with a great deal of preparations and pomp, well-protected by magic and a full bodyguard retinue.
Almost without exception, every king or queen was a powerful Defiler who had risen to his or her position through the unprincipled use of magical and psionic abilities. Each would use his or her magic to prolong his or her life, and most have reigned for hundreds of years.
Currently, there are only three sorcerer-kings in the Tablelands. The Shadow King Nibenay openly rules the city of the same name at the eastern edge of the Crescent Forest. To the far side of the forest is the Oba, Lalai-Puy. Finally, the warrior king Hamanu presides over militaristic Urik to the north.
A Sorcerer-King/Queen’s Lair
A sorcerer-king/queen lives within its palace in a city that sees it as a divine being. Everything about the sorcerer-king/queen’s lair and its surrounding city reflects its ego and keen mind, from the architecture to the servants. Often, the sorcerer-king/queen is surrounded by its most trusted agents, templars, who are granted magical powers from their patrons.
On initiative count 20 (losing initiative ties), the sorcerer-king can take a lair action to cause one of the following magical effects; the sorcerer-king can’t use the same effect two rounds in a row. A sorcerer-king/queen encounter in its lair has a CR of 26 (90,000 XP).
- The sorcerer-king/queen defiles all living life within 120 feet of it. If a plant creature or a magical plant is in the area, it must make a DC 19 Constitution saving throw with disadvantage, taking 8d8 necrotic damage on a failed saving throw or half as much damage on a successful one. All nonmagical plants that aren’t a creature, such as a tree or a shrub, don’t make a saving throw; they simply wither and die. The sorcerer-king/queen can then cast a spell of 3rd-level or lower.
- The sorcerer-king/queen targets up to three creatures it can see within 30 feet of it. Each creature must succeed on a DC 21 Strength saving throw. On a failure, a target takes 13 (3d8) bludgeoning damage and is flung up to 20 feet away from the sorcerer-king/queen in a direction of the sorcerer-king/queen’s choice. If a thrown target strikes an object, such as a wall or floor, the targets 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
- The sorcerer-king/queen targets one creature it can see within 60 feet of it. That target must succeed on a DC 21 Intelligence saving throw. On a failed saving throw, the creature takes 27 (6d8) psychic damage and is stunned until the start of the sorcerer-king/queen’s next turn.
BroadSword is Coming!
The first issue of BroadSword Monthly will be out in just a few weeks. Be sure to grab a copy if you haven’t already. Currently, pre-orders get a 10% discount on the cover price.
The book will include 4 new adventures, new campaign settings, new monsters, new magic items, and more!