Aura of Regrowth. Oak exudes an aura of revitalizing energy that extends 30 feet out from her. Each other plant that ends its turn in the aura is affected by the long-term benefits of the plant growth spell. In addition, each other creature that starts its turn within the aura regains 5 (2d4) hit points if it has less than half of its hit points remaining or if it is a plant. Finally, while a creature remains in the aura, it has advantage on saving throws against poison or disease. Constructs and undead are immune to this trait.
False Appearance. While Oak remains motionless, she is indistinguishable from a normal tree.
Innate Spellcasting. Oak's innate spellcasting ability is Wisdom (spell save DC 17). Oak can innately cast the following spells, requiring no components:
At will: detect poison and disease, druidcraft, renew (new), spike growth
3/day each: cure wounds, lesser restoration, protection from poison
1/day each: awaken (plants only), beacon of hope, plant growth, rejuvenation (new)
Magic Resistance. Oak has advantage on saving throws against spells and other magical effects.
Magic Weapons. Oak's weapon attacks are magical.
Siege Monster. Oak deals double damage to objects and structures.
Multiattack. Oak makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Description
Greatmother Oak is a special primal spirit that doesn't reign over a type of land, but instead reigns over plants and the healing power they contain. She resembles an oaken treant, with moss and vines hanging from both of her arms and flowers growing in her branches.
Oak is benevolent and kind, with a special fondness for druids and those who care for or cultivate plants. But she is wary of betrayal, having been tricked too many times by Coyote and the Weaver, and she knows that many mortals see plants (which she regards as her children) as little more than objects, and destroy them with reckless impunity. For these reasons, she rarely meets with mortals, and chooses her champions very carefully. Oak searches for pure-hearted druids to act as her champions, and she looks after them with motherly care when they are in danger. In combat, she tends to injuries and searches for peaceful ways to end conflict.
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.
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