Charge. If the ram moves at least 20 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 14 (4d6) thunder damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Innate Spellcasting. The ram's innate spellcasting ability is Wisdom (spell save DC 17). The ram can innately cast the following spells, requiring no components:
At will: earth tremor (as 3rd level), earthbind, erupting earth, mold earth
1/day each: move earth, wall of stone
Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.
Magic Weapons. The ram's weapon attacks are magical.
Quaking Leap. The ram's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. When the ram jumps off an earthen surface, its jumping distance is doubled. Once per turn when the ram finishes a jump, it shakes the ground within 30 feet of it. Each other creature standing in the area must succeed on a DC 17 Dexterity saving throw or else take 11 (2d10) bludgeoning damage and fall prone, and each structure in the area takes 25 bludgeoning damage.
Quaking Presence. The ground within 30 feet of the ram 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 17 Dexterity saving throw or be knocked prone. This trait only functions while the ram is touching the ground, and it doesn't affect creatures with tremorsense.
Stonebreaker. The ram's attacks deal double damage to objects, structures, and creatures made of inorganic material such as stone, crystal, or metal.
Sure-Footed. The ram has advantage on Strength and Dexterity saving throws to avoid being knocked prone.
Multiattack. The ram makes two attacks: one with its horns and one with its hooves.
Horns. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.
Description
Leaping from clifftop to clifftop, the sturdy and resilient Ram of the Mountain is a spirit of hills, cliffs, canyons, and of course mountains. The steps of its hooves cause the earth to quake and rumble, and the impact of its mighty leaps resound loudly across the land.
The Ram is largely unfazed by most things, especially activity from mortals. The Ram is the most stubborn of the primal spirits. Its lands, like the Ram itself, are sturdy and difficult to destroy, and it fears little from the world of mortals. It resists taking a champion except when it is definitely necessary. The Ram will only take a champion that can match it in a headbutting contest.
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