The Court of the Thorn Queen Conqueror
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The Court of the Thorn Queen

The Doornenkoningin comes to collect the debt no one should have signed

The Thorn Queen
The Adversary
The Thorn Queen
archfey queen · CR 10

She never lies, and that is precisely why every word she speaks is a trap.

Show stat block
The Thorn Queen
Medium fey, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 165 (22d8+66)
Speed 30 ft.
STR14+2
DEX18+4
CON16+3
INT18+4
WIS16+3
CHA22+6
Saving Throws Dex +8, Wis +7, Cha +10
Skills Deception +10, Persuasion +10, Nature +8
Resistances & immunities bludgeoning/piercing/slashing from nonmagical weapons; immune to being charmed
Senses darkvision 60 ft., passive Perception 13
Challenge 10
Traits

Truth Curse. The Thorn Queen cannot lie, but every word she speaks is deliberately ambiguous to mislead; creatures listening to her with less than 13 Wisdom have disadvantage on Wisdom (Insight) checks to see through her intent.

Thorn Skin. When a creature hits the Thorn Queen in melee, the attacker takes 7 (2d6) bludgeoning damage from her thorns.

Fey Presence. Each creature that starts its turn able to see her within 60 ft. must make a Wisdom saving throw (DC 18) or be charmed or frightened for 1 minute (Thorn Queen's choice).

Actions

Multiattack. The Thorn Queen attacks twice with her thorn staff.

Thorn Staff. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) poison damage.

Summon Wall of Thorns (Recharge 5-6). A wall of living thorns 60 by 10 feet rises within 60 ft. of the Thorn Queen. Creatures that cross the wall take 14 (4d6) bludgeoning damage and their speed is halved until the end of their next turn.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

Behind the old, impenetrable hedge at the edge of the village lies the Doornenhof, where time runs differently and a promise is holier than blood. Years ago a dying mother begged the Doornenkoningin for the life of her unborn child. The queen gave it, at a price: that same child, on its thirteenth birthday. That day is today.

The parents are frantic and hire you, but within the court only the laws of the Doornenkoningin hold. Every word spoken counts, every gift accepted binds, every morsel of food eaten holds you fast, and no one leaves without leaving something of themselves behind. A wrong sentence can ensnare you just as surely as it did the child.

You enter a court of eternal twilight, play the game of favors and riddles, strike careful bargains with jealous courtiers, and search for the loopholes in the original contract the mother once signed. Along the way you discover what the queen truly wants, because a fey never collects without reason.

The twist: the Doornenkoningin wants the child not as a slave but as an heir, because her court dies without mortal blood, and the child is already half hers. The climax is a game played on a knife's edge: win the child back with an airtight turn of phrase, a won wager or a trade the queen cannot refuse, and accept that the court always exacts its price, before the hedge closes behind you for a hundred years.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.