Avatar of Forests

Gargantuan elemental, unaligned

Armor Class 19 (natural armor)
Hit Points 350 (20d20+140)
Speed 55 ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 24 (+7) 18 (+4) 23 (+6) 21 (+5)

Saving Throws Dex +6
Skills Arcana +11, Athletics +14, History +18, Nature +18, Perception +13
Damage Resistances acid, cold, lightning, necrotic, psychic; bludgeoning; piercing
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, prone
Senses blindsight 120 ft., tremorsense 40 ft., passive Perception 23
Languages Soburi (Common); telepathy 120 ft.
Challenge 22 (41,000 XP)

SPECIAL TRAITS

  • Creature Lair. The avatar’s body is spread out across a 50-foot radius of plants and terrain. At the start of its turn, a creature within sight of the avatar can make a DC 16 Wisdom (Perception) check to spot the exact area it is in. A creature that has failed to spot the specific area that the avatar inhabits has disadvantage on attack rolls against it. When the avatar spends more than 10 minutes in one area, a grove of trees permanently appears in a 100-foot radius around it.
  • Innate Spellcasting. The avatar’s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The avatar’s weapon attacks are magical.
  • Pain Threshold. Any attacks or spells that deal 6 points of damage or less (after vulnerabilities and resistances) do not deal any damage to the avatar.
  • Regeneration. At the end of its turn, if the avatar has not taken any fire or slashing damage since its last turn, it heals 20 hit points.
  • Swallowing Pit. The avatar uses a bonus action to open a 10-foot radius pit beneath a creature within its area, swallowing a Huge size or smaller creature. A swallowed creature is blinded and restrained. While inside the avatar a creature has total cover against attacks and any effects occurring outside of the avatar, but the massive creature’s insides grind and pulp the swallowed creature, dealing 25 (4d8+7) bludgeoning damage at the start of each of the avatar’s turns. Should the avatar take 40 or more damage from inside of its body inside of a single turn, it must succeed a DC 22 Constitution saving throw at the end of that turn. On a failed saving throw any creature swallowed by the avatar is regurgitated, gaining the prone condition and landing in a space within 20 feet of the avatar’s corpse. Should the avatar die while living creatures are inside of it, swallowed creatures lose the restrained condition, and exit prone after spending 20 feet of movement.

ACTIONS

  • Multiattack. The avatar attacks four times with its vines twice with its slam.
  • Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning plus 9 (2d8) piercing damage.
  • Vine. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 17 (3d6+7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 22).

LAIR ACTIONS

On initiative count 20 (losing all initiative ties), the avatar can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, the avatar can’t use one until after its first turn in the combat.

  • The avatar stores one of its souls into a thatch of trees, instilling in it a concentration spell that allows for the avatar to concentrate on a new spell. The avatar can store no more than 3 souls this way at a time. A thatch of trees that gets destroyed (AC 8, 13 hit points) ends the concentration spell.
  • Grasping weeds and vines sprout from the ground in a 30-foot radius around the avatar. Until the start of the avatar’s next turn, the ground in the area is difficult terrain. A creature in the area when the avatar uses this lair action succeeds on a DC 22 Strength saving throw or it is restrained by the entangling plants for the duration. A creature restrained by the plants can use its action to make a DC 22 Strength check, freeing itself on a success. The avatar changes the location of its pit and up to seven contiguous 5-foot squares of vegetation, rearranging a section of the map. A creature standing on a square that the pit moves to can use its reaction to make a DC 22 Strength (Athletics) or Dexterity (Acrobatics) check to jump away to solid ground. On a failure a creature falls down into the pit, taking 7 (2d6) bludgeoning damage and landing prone.

ABOUT

The sacred and potent artifacts, shrines, and creations of nature are often protected by a dangerous beast or powerful fey, but the most treasured of them all are defended by the very forests around them. Each of these enchanted groves are like leaves upon a branch of the Avatar of Forests-even if every one of an enchanted grove’s trees is felled or burned, it cannot ever truly be destroyed. The creature’s memory is as old as the first seedling and when it has been offended or wounded it remembers its attacker, sometimes waiting millenia before taking vengeance against a much weaker descendant. To dissuade this entity from pursuing revenge one must not just trim its metaphysical body-they need to chop a bough off of it instead.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete license attribution - see the full license for this page