Huge Fey, Neutral
Armor Class 16 (natural armor)
Hit Points 171 (18d12 + 54)
Speed 15 ft., fly 100 ft.
STR
22 (+6)
DEX
17 (+3)
CON
17 (+3)
INT
13 (+1)
WIS
19 (+4)
CHA
15 (+2)
Saving Throws DEX +7, WIS +8, CHA +6
Skills Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Senses Darkvision 120 ft., Passive Perception 18
Languages Druidic, Giant Eagle, Primordial, Sylvan, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Darkness Susceptibility. For every 5 feet the eagle moves in darkness, it takes 2 necrotic damage. When the eagle ends its turn within darkness, it takes 10 necrotic damage.

Illumination. The eagle sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light is sunlight. In addition, creatures have disadvantage on attacks made against the eagle. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or if it can't see, as when blinded.

Innate Spellcasting. The eagle's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The eagle can innately cast the following spells, requiring no components:

At will: flash (new)guiding boltgust of windlight
3/day each: daylightflame strike

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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

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

Sun Bringer. The eagle causes changes in the weather around it at all times. Every 10 minutes, the weather within 2 miles of the eagle is altered as if by the control weather spell, clearing the sky and reducing the stage on the Precipitation table by one. These changes last until the eagle leaves the area.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) radiant damage.

Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 7 (2d6) radiant damage.

Solar Flare (Recharge 5–6). The eagle flashes with bright sunlight in a 90-foot cone. Magical darkness in the area is dispelled unless it is created by a spell effect of 8th-level or higher. Each other creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 18 (4d8) radiant damage and it is blinded for 1 minute. It makes another saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

The radiant bird spirit known as the Eagle of the Sun is a spirit of the daytime and the sunlit sky. The Eagle is the mortal enemy of the Bat of the Below. It flies across its realm in the Spirit World, an endless sky streaked with orange sunlight, as it carries a facsimile of the sun in its mighty talons.

The Eagle is bold and direct when it negotiates with mortals. It desires champions with a strong sense of justice, even if they aren't necessarily lawful, and it tests the honor and valor of druids by presenting them with moral challenges that have no clear answer. If the druid does not answer in a way that is true to their own heart, the Eagle rebukes them forever.

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

Habitat: Desert

BenevolentEvil

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