Gargantuan Fey, Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 232 (15d20 + 75)
Speed 50 ft.
STR
23 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
11 (+0)
WIS
19 (+4)
CHA
13 (+1)
Saving Throws STR +10, DEX +3, CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Tremorsense 60 ft., Passive Perception 14
Languages Druidic, Primordial, Sylvan, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Charge. If the bull moves at least 25 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the bull can make one attack with his hooves against it as a bonus action.

Coat of Lava. A creature or object that touches the bull or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage. A creature that ends its turn within 5 feet of the bull takes 5 (1d10) fire damage. At the end of the bull's turn, he ignites any flammable objects within 5 feet of him that aren’t being worn or carried.

Illumination. The bull sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Innate Spellcasting. The bull's innate spellcasting ability is Wisdom (spell save DC 16). The bull can innately cast the following spells, requiring no components:

At will: control flamesfog cloudheat metalstinking cloud
1/day each: molten upheaval (new)move earth

Magic Resistance. The bull has advantage on saving throws against spells and other magical effects.

Magic Weapons. The bull's weapon attacks are magical.

Quaking Presence. The ground within 30 feet of the bull is difficult terrain. Each creature that starts its turn on the affected ground or enters it for time on a turn must succeed a DC 16 Dexterity saving throw or be knocked prone. This trait only functions while the bull is touching the ground, and it doesn't affect creatures with tremorsense.

Siege Monster. The bull deals double damage to objects and structures.

Sure-Footed. The bull has advantage on Strength and Dexterity saving throws to avoid being knocked prone.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing damage.

Hooves. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Pyroclastic Breath (Recharge 5–6). The bull exhales pyroclastic smoke in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage plus 13 (2d12) poison damage on a failed save, or half as much damage on a successful one.

Description

The raging Volcanic Bull is an incarnation of the earth's molten fury. He dwells within molten caverns beneath the mountains of the Spirit World, and some say that his hoofsteps within his realm can cause volcanic eruptions in the Material Plane. His breath is pyroclastic ash, and his hide is made from the same material.

Attempting to become the Bull's champion is usually seen as suicide. The Bull resents mortals and the other spirits for trapping him beneath his mountain long ago, and he is eager to take his vengeful anger out on any victims, even those who come to supplicate. Any druid that seeks to become the Bull's champion must entreat with him while running for their life from him through his molten caverns.

Primal Spirit Avatars

The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.

Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.

Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.

Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.

Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."

Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.

Monster Tags: fey

BenevolentEvil

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