Verdant Sovereign
Traits
Legendary Resistance (3/Day). If the Sovereign fails a saving throw, it can choose to succeed instead.
Magic Resistance. Advantage on saving throws.
Wild Domain. All terrain within 60 feet of the Verdant Sovereign turns into Difficult Terrain or back to normal whenever the Sovereign wishes (no Bonus Action required — merely willing it is enough). This affects enemies; it does not affect allies.
Actions
Multiattack. The Sovereign makes two Root Lash attacks and uses one Season's Turn.
Root Lash. Melee Attack Roll: +10, reach 20 ft. Hit: 18 (3d8 + 5) Bludgeoning damage, and the target makes a DC 20 Strength save. Failure: The target has the Restrained condition (escape DC 20).
Season's Turn. The Verdant Sovereign calls forth a season. It chooses a 30-foot-radius area and applies one of the following effects:
| Season | Effect (DC 20 CON save) |
|---|---|
| Spring | Failure: The target is Charmed (1 min). A Charmed target cannot attack the Sovereign. |
| Summer | Failure: 32 (5d12) Fire damage. Success: Half. |
| Autumn | Failure: The target gains 1 level of Exhaustion. |
| Winter | Failure: 27 (6d8) Cold damage and Speed 0 (1 turn). |
Grasping Wildwood (Recharge 5–6). Every enemy in a 40-foot Emanation makes a DC 20 Dexterity save. Failure: 45 (10d8) Piercing damage, and the target has the Restrained condition (escape DC 20). Success: Half damage.
Legendary Actions
The Sovereign can take 3 legendary actions per round (chosen when another creature's turn ends):
Shift Terrain. Reshapes the Wild Domain area; also, an enemy within 60 feet makes a DC 20 STR save, moving 15 feet on a failure.
Root Lash (Costs 2). Makes one Root Lash attack.
Season's Whisper (Costs 3). Uses Season's Turn.
How to Use
The queen/king of the Feywild. Designed as a boss fight.
Season's Turn means a different threat every turn. The party can't rely on a single defense — dodging Summer thanks to Fire Resistance just gets them caught by Winter.
Key
Cold Iron (Vulnerability!) and burning through Legendary Resistance — there are 3, so spend them first (with low-level save effects like Bane or Hold Monster), then unleash your real spell.