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
Middelgroot feewezen, chaotisch neutraal
Armor Class 17 (natuurlijke pantsering)
Hit Points 165 (22d8+66)
Speed 30 ft.
STR14+2
DEX18+4
CON16+3
INT18+4
WIS16+3
CHA22+6
Saving Throws Dex +8, Wijs +7, Char +10
Skills Misleiden +10, Overreden +10, Natuur +8
Resistances & immunities kneuzing/steek/snijschade van niet-magische wapens; immuun voor beheksing
Senses duisterzicht 60 ft., passieve Waarneming 13
Challenge 10
Traits

Waarheidsvloek. De Doornenkoningin kan niet liegen, maar elk woord dat ze uitspreekt is dubbelzinnig ontworpen om te misleiden; wezens die haar aanhoren met minder dan 13 Wijsheid hebben nadeel op Wijsheid (Inzicht)-worpen om haar bedoeling te doorzien.

Doornhuid. Wanneer een wezen de Doornenkoningin in melee raakt, lijdt de aanvaller 7 (2d6) stukschade van haar doornen.

Feeaanwezigheid. Elk wezen dat haar begint te zien binnen 60 ft., moet een Wijsheid-redding (DC 18) doen of is een minuut lang beheksd of doodsbang (Doornenkoningins keuze).

Actions

Multiattack. De Doornenkoningin valt tweemaal aan met haar doornstaf.

Doornstaf. Aanvalsworp met wapen (melee): +8 om te raken, bereik 10 ft., één doelwit. Trefkans: 13 (2d8+4) stukschade plus 7 (2d6) vergiftschade.

Doornmuur Oproepen (Recharge 5-6). Een muur van levende doornen van 60 bij 10 ft. verrijst binnen 60 ft. van de Doornenkoningin. Wezens die de muur doorkruisen lopen 14 (4d6) stukschade op en hun snelheid wordt gehalveerd tot het einde van hun volgende beurt.

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.