Might as well do a text working draft for the Jarl while I'm at it.
Pine Kindred, Jarl
Medium undead, neutral evil
Armor Class 16 (natural armor) [
better increase as 16's low for the CR]
Hit Points 67 (9d8 + 27) [
maybe add a few HD?]
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|
15 (+2) | 16 (+3) | 16 (+3) | 13 (+1) | 16 (+3) | 13 (+1) |
Saving Throws Dex +6, Int +4, Wis +6
Skills Arcana +4, Nature +6, Perception +6, Religion +6, Stealth +6
Damage Vulnerabilities fire
Damage Resistances lightning, poison; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities exhausted, paralyzed
Senses darkvision 60 ft., passive Perception 16
Languages Druidic, Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Special Traits
Pine Blood. Pine kindred count as both plant and undead for any effect related to type.
Spellcasting. The pine kindred jarl is a 6th-level spellcaster that used Wisdom as its spellcasting ability (spell save DC 14; +6 to hit with spell attacks). The thane has the following spells prepared from the druid's spell list. [
maybe increase to 8th-level spellcaster?]
Cantrips (at will):
druidcraft, second cantrip, third cantrip
1st level (4 slots): [
spells to be decided]
2nd level (3 slots): [
spells to be decided]
3rd level (3 slots): [
spells to be decided]
Some pine kindred know spells from outside the druid's spell list (see
Dark Druidic Mysteries).
Create Kindred. [
to be decided]
Actions
Multiattack. The pine kindred jarl makes two longsword attacks or three dart attacks. It can use its Shrieking Wail in place of one longsword attack or dart attack.
Longsword.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Dart.
Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Shrieking Wail. The pine kindred jarl howls a terrifying dirge. Every humanoid and giant within within 300 feet of the pine kindred that can hear the wail must succeed on a DC 14 Wisdom saving throw or be compelled to flee in panic until the wail ends; acting as if they had failed their save against a
suggestion spell telling them to "run in terror". The kindred must take a multiattack action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the kindred is incapacitated. While affected by the wail, a target ignores the wails of other pine kindred. If the target is within 300 feet of the kindred, the target must move on its turn away from the kindred by the most direct route, trying to get as far away as possible. The target tries to circumvent opportunity attacks and obvious damaging terrain, such as lava or a pit. Whenever it takes damage, the target can repeat the saving throw. The target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the
suggestion effect ends on it. The
suggestion also ends if the target stops hearing the wail or flees outside ear shot (i.e. more than 300 feet away from the wailing kindred). A target who successfully saves is immune to the wails of any pine kindred with the same or fewer Hit Dice as the kindred they saved against, but can be affected by the shrieking wails of pine kindred with more Hit Dice, such as Thanes or Jarls.