Gallop of Gales. When the stallion moves across the ground on its turn, he leaves an area of wind in his path that lasts until the end of his next turn, blowing in the direction he moved. The area is difficult terrain for other creatures. The wind extinguishes unprotected flames in its area that are torch-sized or smaller, hedges out vapor, gas, and fog that can be dispersed by strong wind, and deafens other creatures in the area. The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
Great Speed. Attacks made against the stallion have disadvantage unless he didn't move at least 20 feet on his last turn.
Innate Spellcasting. The stallion's innate spellcasting ability is Wisdom (spell save DC 17). The stallion can innately cast the following spells, requiring no components:
At will: gust of wind, locate animals or plants, longstrider
1/day each: control winds, locate creature
Magic Resistance. The stallion has advantage on saving throws against spells and other magical effects.
Magic Weapons. The stallion's weapon attacks are magical.
Overland Speed. While traveling for a minute or more, the stallion's speed is doubled. While traveling for five minutes or more, his speed is tripled instead.
Trampling Charge. If the stallion moves at least 40 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone and become unable to make opportunity attacks against the stallion for that turn. If the target is prone, the stallion can make another attack with his hooves against it as a bonus action.
Multiattack. The stallion makes two attacks with his hooves.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Description
The Stallion of the Plains races across grasslands and hills, constantly striving to be even faster than he's ever been before. Where he runs, a rush of gale force wind follows and rolls across the landscape.
The Stallion is confident and brash. The lands that he reigns over are vast and ample, and he believes that he can outrun any danger that threatens him, escaping to another stretch of plains in his Spirit World realm. But the Stallion can be convinced that he needs a champion when danger is inescapable. Convincing him of anything, however, will require one to first chase and catch him in his own realm, where teleportation is impossible.
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.
Comments