Legendary Resistance (3/Day). If the Ancient Forest Wyrm fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Ancient Forest Wyrm has advantage on saving throws against spells and other magical effects.
Plant Camouflage. The Ancient Forest Wyrm has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Innate Spellcasting. The Ancient Forest Wyrm’s spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Ancient Forest Wyrm can innately cast the following spells, requiring no moterial components:
At will: druidcraft, gust, detect magic
3/day each: earthbind, spike growth, dispel magic, grasping vine
1/day each: plant growth, blight, wrath of nature, tree stride
Multiattack. The Ancient Forest Wyrm can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Nature's Call (3/Day). The Ancient Forest Wyrm's summons creatures to aid the Ancient Forest Wyrm. Roll a d4 to determine what arrives. On a one, 6 (2d4 + 2) Needle Blights arrive. On a two, 3 (1d4 + 1) Wolves arrive. On a three, a Brown Bear arrives. On a four, a Shambling Mound arrives. Summoned creature arrives in an unoccupied space within 60 feet of the Ancient Forest Wyrm and move after the Ancient Forest Wyrm (losing initiative ties) and are friendly to the Ancient Forest Wyrm.
Roar (Recharge 5–6). The Ancient Forest Wyrm uses one of the roars.
Frightening Roar. The Ancient Forest Wyrm's roar causes those that hear it to panic. All creatures that are not allies of the Ancient Forest Wyrm within 90 feet of it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can reroll the saving throw at the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Ancient Forest Wyrm's Natural Fear for the next 24 hours.
Thunderous Roar. The Ancient Forest Wyrm's roar releases a shockwave of sound. All creatures within 30 feet of the Ancient Forest Wyrm must make a DC 18 Constitution saving throw. On a failure, the creature 24 (8d6) thunder damage. If the creature fails the save by 5 or more, it is also deafened until the end of the Ancient Forest Wyrm's next turn. On a success, the creature takes half damage.
The Ancient Forest Wyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ancient Forest Wyrm regains spent legendary actions at the start of its turn.
Detect. The Ancient Forest Wyrm makes a Wisdom (Perception) check.
Tail Attack. The Ancient Forest Wyrm makes a tail attack.
Move. The Ancient Forest Wyrm moves up to half its movement speed.
Sweep Attack (Costs 2 Actions). The Ancient Forest Wyrm sweeps its tail in a 20-foot radius centred on itself. All creatures in the radius must make a DC 18 Dexterity saving throw, taking 9 (1d8 + 5) bludgeoning damage and being knocked prone on a failure.
Avatar of the Green (Mythic Trait; Recharges after a Short or Long Rest). When the Ancient Forest Wyrm is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the surrounding plantlife comes to the creature's aid, regaining 182 hit points. Additionally, the Ancient Forest Wyrm grows to Gargantuan size and its melee weapon attacks deal an additional die of damage (2d10 becomes 3d10).
If the Ancient Forest Wyrm's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Avatar of the Green:
Dash. The Ancient Forest Wyrm moves its full movement.
Quick Slash. The Ancient Forest Wyrm makes two claw attacks.
Charge (Costs 2 Actions). The Ancient Forest Wyrm dashes in a straight 40-foot line. Any creature in its path must make a DC 18 Dexterity saving throw or take 15 (2d10 + 5) bludgeoning damage and be knocked prone.
Water Jet (Costs 3 Actions). The Ancient Forest Wyrm exhales pressurised water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Strength saving throw. On a failure, the creature takes 30 (10d6) bludgeoning damage and is knocked prone. On a success, the creature takes half damage.
Description
Oh please, those things are wannabe dragons. Stupid thing got mad I pulled a flower. - Elin Gentleheart, Adventurer
The apex form of nature, the Ancient Forest Wyrm is a Huge amalgamation of plant matter to format a worm-like creature. An Ancient Forest Wyrm is only found in the oldest of forests, and only in places of high magic. It is possible for an Ancient Forest Wyrm to form when a forest is in danger, acting as its guardian. Despite having wing-like appendages on its form, it is incapable of flight. It instead uses its wings to aid it in intimidation by appearing larger.
The Ancient Forest Wyrm seems to be hyper-aggressive to creatures that harm its home, using its might to tear the threat to shreds. Despite having a powerful build, Ancient Forest Wyrm's have innate druidic abilities, leading some to suggest the spirit of an Archdruid resides within the entity. Regardless, the Ancient Forest Wyrm has the ability to control other plantlife to aid it. Water seems to come from the Ancient Forest Wyrm, keeping it damp at all times, which protects it aginst any fire.
The roar of an Ancient Forest Wyrm seems to have multiple uses for the creature. It can strike fear in its foes, deafen them with increased volume, and even call other denizens of the forest to its aid. If you are attacked by an Ancient Forest Wyrm, you must have done something harmful to its home.
Lair and Lair Actions
The lair of an Ancient Forest Wyrm is the entire forest it resides in. It may prefer certain locations to others but its natural camouflage protects it from hunters, which added by its lack of a set home means an Ancient Forest Wyrm is hard to track.
This unique nature allows the Ancient Forest Wyrm to have access to its lair actions anywhere in its forest.
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Forest Wyrm takes a lair action to cause one of the following effects; the Ancient Forest Wyrm can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centred on a point on the ground that the Ancient Forest Wyrm can see within 60 feet of it. That area becomes difficult terrain, and each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the Ancient Forest Wyrm uses this lair action again or when the Ancient Forest Wyrm dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the Ancient Forest Wyrm. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 8 (2d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot, a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 8 (2d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the Ancient Forest Wyrm uses this lair action again or when the Ancient Forest Wyrm dies.
- A layer of mist forms in a 20-foot radius at a point the Ancient Forest Wyrm can see within 120 feet. The area becomes lightly obscured, though the Ancient Forest Wyrm can see clearly through the mist. This mist lasts until the Ancient Forest Wyrm uses this lair action again or when the Ancient Forest Wyrm dies.
Regional Effects
The region containing a legendary Ancient Forest Wyrm is warped by the Ancient Forest Wyrm’s magic, which creates one or more of the following effects whilst it is in its forest:
- Plantlife within 1 mile of the Ancient Forest Wyrm grows and blooms healthily at a slightly faster rate, the area having a pleasant smell as the flowers bloom. In addition, insects and other woodland beings thrive, serving their purpose of aiding nature.
- The Ancient Forest Wyrm innately knows if its forest is being destroyed, knowing the general direction of the threat.
- The area within 1 mile of an Ancient Forest Wyrm is peacefully calm, non-hostile creatures within the area feeling calm and safe.
If the Ancient Forest Wyrm dies, all effects fade over 1d10 days.
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