Huge celestial (mythic), neutral good

Armor Class 22 (natural)
Hit Points 334 (23d12 + 184) Speed 30 ft.

30 (+10) 23 (+6) 26 (+8) 14 (+2) 22 (+6) 19 (+4)

Saving Throws Str +17, Int +9, Wis +13, Cha +11
Skills Insight +13, Nature +13, Persuasion +11
Damage Resistances fire, lightning
Damage Immunities acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks made with weapons that are not cold iron
Senses truesight 120 ft., passive Perception 16
Languages Celestial, Common, Sylvan Challenge 23 (32,500 XP)


  • Forest God. A manitou can communicate with beasts and plants as if they shared a language. In addition, it may pass through its domain without leaving any trace of its passage making it impossible to track without magical means. Finally, its movement cannot be impeded in anyway while in its domain.
  • Innate Spellcasting. A manitou’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components. At will. detect evil and good
  • 3/day each: heal, neutralize poison, greater restoration, call woodland beings (9th level spell)
  • 1/day: earthquake
  • Invisibility. The manitou is invisible. It may become visible at will.
  • Legendary Resistance (3/Day). If a manitou fails a saving throw, he can choose to succeed instead.
  • Legendary Surge (3/Day). Anytime the manitou rolls a 1d20 it may choose to add 1d12 to the roll including after the roll is made. It must accept the modified roll and it can only use this ability once per roll (though it can use this ability multiple times per round).
  • Magic Resistance. A manitou has advantage on saving throws against spells and other magical effects. Magic Weapons. A manitou‘s weapon attacks are magical. Triple Mind. A manitou acts three times in a round, on initiative counts 35, 25, and 15. It cannot delay or ready actions. On each turn, it can use one attack, one move and one bonus action but legendary actions and reactions do not reset.


  • Awesome Blow. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 31 (6d6 + 10) slashing and fire damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the manitou’s next turn. Steam Burst. A manitou can create a cloud of hot steam around itself in a 30-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Good creatures heal 18 (5d6 slots). hit points of damage while evil creatures burn for 18 (5d6) points of fire damage.
  • Possession (Recharge 6). One creature or object that the ghost can see within 5 feet of it must succeed on a DC 19 Charisma saving throw or be possessed by the ghost (this is automatic for objects); the manitou then disappears, and the target is incapacitated and loses control of its body. The manitou now controls the body but doesn’t deprive the target of awareness. The manitou can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, Innate Spellcasting, immunities and resistances. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. If the target is an object the possession effect is otherwise identical to the animate object spell. The possession lasts until the body drops to 0 hit points, the manitou ends it as a bonus action, or the manitou is forced out by an effect like the dispel evil and good spell. When the possession ends, the manitou reappears in an unoccupied space within 5 feet of the body. As the manitou is a good creature it will not use this ability against a non-hostile creature. It can also possess a creature without taking full control essentially “riding” with the creature and providing advice or aide as needed.
  • Token of Fortune. A manitou can imbue a small object, such as a stone or necklace, with its blessing. The object’s bearer and any allies within 10 feet gain a +2 bonus on saving throws. The manitou can use scrying on the token at will. The manitou can teleport to it (without error) once per day as an action. These abilities are lost if the token leaves the manitou›s territory. Additionally, the bearer of the token of fortune can attempt to use the mythic manitou’s legendary surge ability, expending uses of the manitou’s legendary power to do so. The manitou can choose not to allow the creature to do so, in which case the attempt fails and no mythic power is expended. A manitou may only have one token active at a time.


  • Cleave. When a manitou drops a creature to 0 hit points in one blow it may make another awesome blow attack.


A manitou 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. A manitou regains spent legendary actions at the start of his turn.

  • Attack. The manitou takes one attack action.
  • Spell Counter. The manitou casts a spell.
  • Positive Energy Field (Costs 2 Actions). While the healing aura is active in the manitou’s lair (see Lair Actions) it may empower this effect to heal 15 hit points instead of 5.


On initiative count 20 (losing initiative ties), the manitou takes a lair action to cause one of the following effects; the manitou can’t use the same effect two rounds in a row.

  • Living creatures within the manitou’s lair heal 5 hit points on its turn each round. A manitou can exclude a number of creatures equal to its Charisma modifier from the aura’s effect.
  • The manitou calls upon animal spirits to attack. This stampede affects a 60-foot cone dealing 35 (10d6) points of force damage, or half as much damage on a successful DC 23 Dexterity saving throw. Creatures that fail the save are also knocked prone.
  • A swarm of beasts comes to the aide of the manitou. This swarm is a 20-foot sphere of bleating, biting and generally angry small forest animals. Though they cannot harm the characters they are a distraction, canceling any concentration spells being maintained and preventing concentration spells form being cast so long as the caster is in the area of the swarm. Non spellcasters are also distracted and subtract 1d4 from any d20 rolls they make. The swarm will move around from round to round to maximise its deleterious effect on spellcasters in preference to other characters.


Each manitou has a domain that it protects and safeguards. A manitou can establish a territory by meditating for 24 hours in a single location, and its domain extends for a number of miles equal to its CR in every direction from that point.

  • While in its domain, a manitou has advantage on spell attacks and spell related saving throws.
  • Within its domain, a manitou can cast commune with nature at will.
  • Manitous are creatures of harmony and guardians of the peace, and they radiate an aura of karmic energy that permeates their domain which harms those who harm others. Any creature within the domain that damages another creature (including damage caused by spells or magic items) suffers one-fifth as much damage as it inflicts. This damage ignores any damage reduction, resistances, or immunities the attacker possesses. The manitou can exempt certain creatures from this effect if it so chooses. Due to this effect predators do not usually take up residence in the manitou’s domain for long. If the manitou dies, conditions in the domain return to normal over the course of 1d6 days.


A manitou is a powerful, benevolent spirit of nature that safeguards entire regions from danger, heals the sick and wounded, and preserves the balance among all creatures. When not invisible, a manitou looks like a powerfully built, long-haired humanoid with skin made of tree bark and eyes of quartz. A manitou stands 20 feet tall and weighs over 5,000 pounds.

Spirit of the Land. Manitous are naturally invisible and intangible, merged with the spiritual essence and physical substance of the lands they guard. They can manifest indirectly through subtle movements and actions of the animals and plants within their domain, using breaths of air and the waving of branches and grasses to signify their contentment or displeasure.

They even may take physical form or directly control animals, plants, or even humanoids within their guarded lands. Most often, they simply observe and move in subtle ways, lying dormant unless need arouses them to action. If danger threatens or destruction is small, they still tend to act through intermediaries or through the use of their magical powers, but when great danger or destruction is imminent, they rise up in the fullness of their power to stand guardian over the lands they claim as their own. They may reward those that aid them with gifts or bounties within the land, hidden secrets of things buried in the earth, or lost knowledge remembered only in the whispers of the wind and the thrumming of the land.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

This is not the complete section 15 entry - see the full license for this page