Large fey, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft., burrow 30 ft.

21 (+5) 15 (+2) 20 (+5) 15 (+2) 17 (+3) 22 (+6)

Skills Animal Handling +10, Athletics +9, Intimidation +10, Nature +6, Perception +7, Survival +7
Damage Resistances poison; bludgeoning, slashing, and piercing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 17
Languages Common, Sylvan; can speak with and understand all beasts as if she shares a language with them
Challenge 12 (10,000 XP)


  • Nature’s Champion. The madremonte can bolster beast and plant allies within 100 feet of her. Such creatures have advantage on saving throws and attack rolls as long as they can see the madremonte.
  • Innate Spellcasting. The madremonte’s innate spellcasting ability is Charisma (spell save DC 18). The madremonte can innately cast the following spells, requiring no components:


  • Multiattack. The madremonte makes two attacks.
  • Cudgel. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 14 (4d6) poison damage.
  • Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) and 14 (4d6) poison damage.


The madremonte 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’s turn. The madremonte regains spent legendary actions at the start of her turn.

  • Move. The madremonte moves up to half her speed without provoking an opportunity attack.
  • Cudgel (Costs 2 Actions). The madremonte makes a cudgel attack.
  • Cast a Spell (Costs 3 Actions). The madremonte casts one of her spells.


Nature can manifest as terrible natural disasters and frightening beasts. It can also occasionally form a madremonte. These powerful beings have been mistaken for goddesses in the past. Given their power over nature, it is not surprising to see why.

A typical madremonte tends to be vigilant about protecting her domain, and militant about punishing those who would transgress against the flora and fauna within that domain. It is not uncommon for a madremonte to form armies out of the land’s fiercest beasts and plants and pushing away any so-called civilizations so that they don’t disturb the natural environment.

Though they can be seen as cold and unforgiving, madremontes are typically kind and gentle spirits when not provoked. A madremonte can even collaborate and coexist with druid enclaves and the occasional elven community, so long as they follow her stringent guidelines and lend aid when necessary.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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