b'Orruol \n'b'  Medium   fey ,  lawful neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  150 (20d8+60)  Speed  30 ft., climb 30 ft., burrow 30 ft.\n'b' STATS STR: 15 (+2) DEX:  18 (+4)  CON:  16 (+3)  INT:  14 (+2)  WIS:  15 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +8  Damage Immunities  cold, poison  Condition Immunities   petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  16  Languages  Gnomish, Sylvan, Terran  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Earth Glide . The orruol can burrow through nonmagical, unworked earth and stone. While doing so, the orruol doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  Innate Spellcasting : The orruol\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16). The orruol can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  minor illusion  \n'b'  3/day :  flesh to stone , transport via stone (like  transport via plants , but only through natural stone) \n'b'  1/day :  bestow curse  (as a 9th-level spell),  commune with nature ,  earthquake  \n'b'\n'b'  Magic Resistance . The orruol has advantage on saving throws against spells and other magical effects. \n'b'  Spellcasting . The orruol is a 12th-level spellcaster. Its spellcasting ability is  Charisma  (spell save DC 16, +8 to hit with spell attacks). The oruol has the following  druid  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  guidance ,  mending ,  produce flame ,  resistance ,  shillelagh  \n'b'  1st level (4 slots) : animal friendship,  create or destroy water ,  cure wounds ,  detect magic ,  faerie fire ,  purify food and drink ,  speak with animals  \n'b'  2nd level (3 slots) :  animal messenger ,  barkskin , chill metal (like  heat metal , but cold damage),  gust of wind ,  spider climb ,  spike growth  \n'b'  3rd level (3 slots) :  conjure animals ,  daylight ,  lightning bolt ,  meld into stone ,  plant growth ,  sleet storm  \n'b'  4th level (3 slots) :  dominate beast ,  freedom of movement ,  stone shape ,  stoneskin  \n'b'  5th level (2 slots) :  passwall ,  geas ,  scrying ,  wall of stone  \n'b'  6th level (1 slot) : heroes\xe2\x80\x99 feast,  move earth  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack. The orruol makes two slam attacks.  \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 7 (1d6+4) bludgeoning damage. \n'b'  Fey Charm . The orruol targets one humanoid or beast that she can see within 30 feet of her. If the target can see the orruol, it must succeed on a DC 16  Wisdom  saving throw or be magically  charmed . The  charmed  creature regards the orruol as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the orruol\xe2\x80\x99s control, it takes the orruol\xe2\x80\x99s requests or ACTIONS in the most favorable way it can. Each time the orruol or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the orruol dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the orruol\xe2\x80\x99s Fey Charm for the next 24 hours. The orruol can have no more than one humanoid and three beasts  charmed  at a time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Petrifying Touch . When the orruol hits a creature with a slam  attack , she uses her  flesh to stone  on the target. \n'b'\n'b' REACTIONS \n'b'\n'b'  Break Steel . If the orruol is hit by melee weapon  attack , using a weapon with a metal striking surface, the orruol reduces the damage by 1d10+4. If this reduces the damage to 0, and the weapon is non-magical, the weapon shatters and cannot be used again until it is repaired. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The orruol can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The orruol regains spent Legendary Actions at the start of its turn. \n'b'\n'b'  Detect . The orruol makes a  Wisdom  ( Perception ) check. \n'b'  Shift . The orruol uses earth glide and moves up to half her burrow speed. \n'b'  Stone Shards (Costs 2 Actions) . Creatures within 10 ft. take 21 (6d6) magical piercing damage. A successful DC 16  Dexterity  saving throw halves this damage. \n'b'\n'b' LAIR ACTIONs \n'b' An orruol\xe2\x80\x99s lair is both fortress and soul for the fey. Forbidding, beautiful, and full of secrets, an orruol\xe2\x80\x99s lair poses many dangers. Fighting an orruol in her lair challenges the full might of her fey soul. On initiative count 20 (losing  initiative  ties), the orruol takes one of the following lair  actions : \n'b'\n'b' The ground shifts unpredictably. A 30 ft. radius area becomes  difficult terrain  because of soft soil, uneven rocks, and vibrations. The  difficult terrain  does not affect the orruol or other creatures with earth glide or a similar ability. The terrain remains for 24 hours or until the orruol uses this action again. \n'b' A rain of rocks and pebbles. The orruol designates a 10 ft. radius. Creatures in the area take 10 (3d6) bludgeoning damage. A successful DC 16  Dexterity  saving throw reduces this damage to half. \n'b' The floor twists and rumbles. All enemies must succeed at a DC 16  Dexterity  saving throw or fall  prone , taking 5 (1d6+2) bludgeoning damage. \n'b'\n'b' REGIONAL EFFECTS \n'b'\n'b' When she is in the vicinity of natural stone within 1 mile of her lair, she gains information from the stone as though she were using  commune with nature , but only things within 30 ft. that occurred in the last 24 hours. \n'b' As an action, she can control the effects of high altitude within 1 mile of her lair, making it is as extreme as 20,000 ft. or as endurable at 5000 ft. \n'b' All of these effects end immediately if the orruol dies. \n'b'\n'b' ABOUT \n'b' An orruol is a powerful fey that embodies the spirit of a great mountain. As befits their high and lofty home, orruols are aloof and cool towards lesser beings, considering themselves mistresses of all they survey. Some primitive tribes worship them as goddesses, venerating them for their power, their beauty, and their seeming immortality. Orruols may or may not acknowledge this worship; some enjoy the attention and may manipulate their \xe2\x80\x9cworshipers\xe2\x80\x9d to serve them in whatever ways they wish. Others may disdain this adulation, ignoring the cries of the faithful and their pathetic rituals or appearing to collect their offerings with diffidence and mysterious silence before returning to their lonely mountaintop haunts. \n'b' Orruols are 6 feet tall and weigh 150 pounds. \n'b'  Mountain Monarch . Orruols are often friendly with other fey that live on or near their mountains, and many cultivate the services of animals or magical beasts as servants, especially giant eagles, giant owls, griffons, and rocs. While most orruols live above ground in cultivated gardens and wild meadows, some delve into the stony heart of their mountain homes in search of isolated cysts and geodes and veins of crystal, and these orruols often have a pack of 5-10 pech as servants. If orruols choose not to delve in their own mountain, however, they are typically very displeased with other creatures that do so and may choose to collapse their tunnels or seal them inside the mountain with their magic, or may curse or charm them as punishment. Delving an orruol\xe2\x80\x99s mountain does not injure the creature physically, but it may be that for most orruols it causes some kind of sympathetic spiritual discomfort that compels them to halt any disruption to their mountain\xe2\x80\x99s natural state. It is not unheard of for orruols to allow miners into their territory, exacting a high tribute and absolute fidelity to whatever rules they impose in exchange for the privilege. Even the tiniest transgression can see the miners exiled or enslaved, and few but the greediest prospectors are willing to take the risk of striking such a bargain. \n'b' Orruols enjoy the natural beauty of their mountain homes, but they often amuse themselves devising clever stonework traps that they craft with their magic to capture or kill those that violate their sacred refuges. Orruols are not cruel so much as they are largely without pity, seeing themselves merely as part of the harsh order of nature that embodies life and death, creation and destruction, beauty and ugliness. \n'b' They are not wild and capricious as many fey can be, preferring to rely on logic and reason, though their tempers can be kindled by those that fail to show proper respect and their wrath can be terrible when aroused.'