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The Nome King – The Metal Monarch of Oz

The Nome King
Create
  • Alias – Ruggedo; formerly known as Roquat the Red
  • Gender – Male
  • Race – Nome (a sentient, earthbound elemental being)
  • Occupation – Monarch and tyrant of the underground Nome Kingdom
  • Religion – Adheres to a perverse doctrine of earth worship and self-deification, viewing his domain as sacred
  • Allies – Loyal Nome minions and various subterranean creatures bound to his rule
  • Enemies – Surface dwellers and the kingdoms above (notably the inhabitants of Oz), as well as any who dare to defy his claim over hidden treasures
  • Abode/ Base of operations – Nomevault, a sprawling labyrinthine underground realm rich in jewels and precious metals
  • Nationality – Citizen of the Nome Kingdom (a realm apart from the surface nations)
  • Languages – Speaks the common tongue of Oz along with ancient subterranean dialects
  • AlignmentLawful Evil
  • Affiliation(s) – Ruler of the Nome Kingdom and leader of his own cult-like following among the underground denizens
  • Significant others – None known; his obsession with power and treasure leaves little room for personal attachments

Deep beneath the roots of the world, where molten veins of gold pulse through ancient stone, dwells the Nome King—a tyrant of the underdeep whose greed is matched only by his cunning. Known in forgotten tongues as Ruggedo the Red or Roquat the Relentless, this elemental sovereign is whispered of in dwarven forges and forbidden elven songs. He is no mere warlord, but a being of myth—one who claims dominion over all treasure hidden beneath the earth, and punishes mortals who dare mine without his blessing.

The Nome King’s origins are veiled in the sediment of time. Some legends claim he was once a minor earth spirit, elevated to kingship after outwitting a pantheon of surface gods. Others believe he is the first soul ever turned to stone—his greed so powerful it anchored his essence to the world’s bones. Whatever the truth, his rule over the subterranean realm of Nomevault has remained unchallenged for millennia.

He despises surface dwellers, viewing their civilizations as looters who defile his realm. He bears an eternal grudge against the kingdoms of light, particularly those who have bested him through guile or mercy. In his courts, carved into obsidian cliffs, stand rows of petrified prisoners—former heroes, monarchs, and gods, now reduced to “ornamental justice.”


Personality & Influence

The Nome King is not ruled by rage, but by resentment and pride. He is intensely intelligent, always preferring manipulation, riddles, and traps to brute force. A master deceiver, he offers his victims “games of chance” or “fair bargains” with cruel, hidden consequences. His sense of justice is warped—he believes all he does is lawful and fair, simply misunderstood by the naive surface world.

His influence seeps into mortal realms through cursed gems, possessed artifacts, and whispers in the minds of greedy miners. Kingdoms that rise too quickly on gold-rich soil often find their fortunes inexplicably vanish—sucked back into the depths as if claimed by some unseen hand.

When the Nome King acts directly, it is rare and terrifying. Earthquakes, cave-ins, and cursed veins of living stone often herald his presence. He is especially drawn to powerful magical items crafted from underground treasure—considering such relics theft punishable by eternal imprisonment in his ornament halls.


Physical Appearance

The Nome King appears as a towering figure of living stone and ore, his form constantly shifting with veins of gold, iron, and gemstones that pulse like blood beneath cracked, granite skin. His face is sculpted but unnatural—a mixture of regal arrogance and geological brutality, like a statue that resents being carved.

Crowning his head is a jagged, obsidian circlet, fused into his skull. His eyes glow with molten malice, and his long, stone fingers end in claws made of sharpened ruby and diamond. His voice sounds like rock grinding on rock, low and deep enough to tremble through the ground itself.

When he moves, he does so with surprising grace—like a landslide waiting for a single word to fall.


  • Nome King 5e
  • Nome King, Pathfinder
The Nome King
Create

Gargantuan Elemental (Earth), Lawful Evil


Armor Class: 22 (natural armor)

Hit Points: 620 (40d20 + 240)

Speed: 40 ft., burrow 60 ft.

Initiative: +2​


STRDEXCONINTWISCHA
30 (+10)12 (+1)28 (+9)22 (+6)20 (+5)26 (+8)

Saving Throws: Str +17, Con +16, Wis +12, Cha +15

Skills: Arcana +13, History +13, Insight +12, Intimidation +15

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: poison, psychic

Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned

Senses: darkvision 120 ft., tremorsense 120 ft., passive Perception 15

Languages: Common, Terran, Undercommon, telepathy 120 ft.

Challenge: 30 (155,000 XP)​


Legendary Resistance (3/Day)

If the Nome King fails a saving throw, he can choose to succeed instead.​

Earth Glide

The Nome King can burrow through nonmagical, unworked earth and stone. While doing so, he doesn’t disturb the material he’s moving through.​

Siege Monster

The Nome King deals double damage to objects and structures.​


Actions

Multiattack. The Nome King makes three attacks: two with his Stone Fists and one with his Crown Beam.​

Stone Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.​

Crown Beam (Recharge 5–6). The Nome King releases a beam of searing energy from his crown in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 72 (16d8) radiant damage on a failed save, or half as much damage on a successful one.​

Summon Earth Elementals (1/Day). The Nome King summons 2d4 earth elementals. Summoned elementals appear in unoccupied spaces within 60 feet of him and act as allies. They remain for 1 hour or until reduced to 0 hit points.​


Legendary Actions

The Nome King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Nome King regains spent legendary actions at the start of his turn.​

Tremor. The Nome King causes the ground in a 30-foot radius around him to tremble. Each creature on the ground in that area must succeed on a DC 23 Strength saving throw or be knocked prone.​

Stone Spikes. The Nome King causes jagged stone spikes to erupt from the ground at a point he can see within 60 feet. Each creature in a 20-foot-radius circle centered on that point must make a DC 23 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until cleared.​

Earth’s Grasp (Costs 2 Actions). The Nome King targets one creature he can see within 60 feet. The ground beneath the target erupts in a grasping hand of stone. The target must succeed on a DC 23 Strength saving throw or be restrained until the end of its next turn.​


Spellcasting

Spellcasting Ability: Charisma (spell save DC 23, +15 to hit with spell attacks)
Spellcasting Focus: Crown of Stone
Cantrips (at will): Thaumaturgy, Mold Earth, Message, Prestidigitation
1st–5th Level Spells (3/Day each): Disguise Self, Charm Person, Earth Tremor, Hold Person, Magic Missile
6th–9th Level Spells (2/Day each): Stone Shape, Fear, Wall of Stone, Telekinesis, Dominate Person
1/Day Spells: Time Stop, Earthquake, True Polymorph


Signature Spell: Ornamentation

Necromancy Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

The Nome King can transform a creature he can see within range into a decorative ornament of his choosing (such as a stone statue or a gem-encrusted figurine). The target must succeed on a DC 23 Constitution saving throw or be transformed into an ornament for 1 hour. While transformed, the creature is incapacitated and cannot be restored to its normal form until the duration ends or it is subjected to a Greater Restoration spell or similar magic.​


Lair Actions

On initiative count 20 (losing initiative ties), the Nome King can use a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:​

  • Quaking Ground. The ground in a 60-foot radius centered on the Nome King shakes violently. Each creature on the ground in that area must succeed on a DC 23 Dexterity saving throw or fall prone.​
  • Stone Wall. A wall of solid stone erupts from the ground at a point the Nome King can see within 120 feet. The wall is 30 feet long, 10 feet high, and 5 feet thick. It lasts until the Nome King uses this lair action again or until he dies.​
  • Earthen Surge. The Nome King causes a surge of earth to erupt at a point he can see within 120 feet. Each creature in a 20-foot-radius circle centered on that point must make a DC 23 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much on a successful one.​

Regional Effects

The region containing the Nome King’s lair is warped by his magic, creating the following effects:​

  • Mineral Richness. The area within 6 miles of the lair is rich in minerals, causing natural caves to be lined with precious gems and metals.​
  • Unstable Terrain. The ground within 1 mile of the lair is prone to sudden tremors and collapses.​
  • Elemental Influence. Earth elementals within 6 miles of the lair gain increased aggression and are more likely to attack intruders.​

If the Nome King dies, these effects fade 1d10 days after his death.


Tactics and Combat Style

  • Size Manipulation: The Nome King can alter his size as a bonus action, shifting between Large and Gargantuan forms. In his Gargantuan form, he gains advantage on Strength checks and saving throws, and his melee attacks deal an additional 2d10 bludgeoning damage.​
  • Elemental Mastery: Utilizing his command over earth and stone, he can cast Wall of Stone and Earthquake to control the battlefield, creating barriers or causing tremors to disorient foes.​
  • Psychic Dominance: Employing Dominate Person and Fear, he can manipulate weaker-willed opponents, turning them against their allies or causing them to flee in terror.​
  • Ornamentation Trap: He often lures adventurers into his lair with promises of treasure, only to use Ornamentation to transform them into ornaments, adding them to his collection.
The Nome King
Create

Gargantuan Elemental (Earth), Lawful Evil


XP: 155,000
CR: 30
Race: Elemental
Alignment: Lawful Evil
Size: Gargantuan
Type: Elemental (Earth)


Init: +2
Senses: Darkvision 120 ft., tremorsense 120 ft.; Perception +15


DEFENSE

  • AC: 22 (–1 Dex, +20 natural, –4 size)
  • hp: 620 (40d20+240)
  • Fort: +16, Ref: +15, Will: +12
  • Defensive Abilities: Legendary Resistance (3/day), Earth Glide, Siege Monster
  • DR:
  • Immune: Poison, psychic
  • Resist: Bludgeoning, piercing, and slashing from nonmagical attacks
  • SR:

OFFENSE

  • Speed: 40 ft., burrow 60 ft.
  • Melee:
    • Stone Fist +17 (4d10+8 bludgeoning)
    • Crown Beam (Recharge 5–6): 60-ft. line, 10 ft. wide; DC 23 Reflex save; 72 (16d8) radiant damage on a failed save, half on a successful one.
  • Special Attacks:
    • Summon Earth Elementals (1/day): Summons 2d4 earth elementals; appear in unoccupied spaces within 60 ft. and act as allies; remain for 1 hour or until reduced to 0 hp.

STATISTICS

  • Str: 30 (+10)
  • Dex: 12 (+1)
  • Con: 28 (+9)
  • Int: 22 (+6)
  • Wis: 20 (+5)
  • Cha: 26 (+8)

Base Atk: +17; CMB: +27; CMD: 38 (can’t be tripped)
Feats: Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (stone fist), Improved Initiative, Power Attack, Quicken Spell, Spell Penetration, Spell Focus (enchantment), Toughness
Skills: Acrobatics +1, Climb +10, Diplomacy +15, Intimidate +15, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (planes) +13, Perception +15, Spellcraft +13, Stealth +1, Survival +15
Languages: Common, Terran, Undercommon; telepathy 120 ft.


SPECIAL ABILITIES

  • Legendary Resistance (3/day): If the Nome King fails a saving throw, he can choose to succeed instead.
  • Earth Glide: The Nome King can burrow through nonmagical, unworked earth and stone. While doing so, he doesn’t disturb the material he’s moving through.
  • Siege Monster: The Nome King deals double damage to objects and structures.

SPELL-LIKE ABILITIES

  • Caster Level: 20
  • Save DC: 23 + spell level
  • 1/day: Time Stop, Earthquake, True Polymorph
  • 2/day: Wall of Stone, Telekinesis, Dominate Person
  • 3/day: Disguise Self, Charm Person, Earth Tremor, Hold Person, Magic Missile

SPECIAL ABILITIES

  • Ornamentation (Su): As a standard action, the Nome King can transform a creature he can see within 30 ft. into a decorative ornament of his choosing (such as a stone statue or a gem-encrusted figurine). The target must succeed on a DC 23 Fortitude save or be transformed into an ornament for 1 hour. While transformed, the creature is incapacitated and cannot be restored to its normal form until the duration ends or it is subjected to a Greater Restoration spell or similar magic.

TACTICS AND COMBAT STYLE

  • Size Manipulation: The Nome King can alter his size as a swift action, shifting between Large and Gargantuan forms. In his Gargantuan form, he gains advantage on Strength checks and saving throws, and his melee attacks deal an additional 2d10 bludgeoning damage.
  • Elemental Mastery: Utilizing his command over earth and stone, he can cast Wall of Stone and Earthquake to control the battlefield, creating barriers or causing tremors to disorient foes.
  • Psychic Dominance: Employing Dominate Person and Fear, he can manipulate weaker-willed opponents, turning them against their allies or causing them to flee in terror.
  • Ornamentation Trap: He often lures adventurers into his lair with promises of treasure, only to use Ornamentation to transform them into ornaments, adding them to his collection.

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