Dusk Bringer. Any bright light within 120 feet of the owl is reduced to dim light, except for sunlight. At any time on its turn, the owl can suppress or reactivate this trait.
Innate Spellcasting. The owl's innate spellcasting ability is Wisdom (spell save DC 17). The owl can innately cast the following spells, requiring no components:
At will: blackout (new), catnap, minor illusion, sleep (as 3rd-level), shadow lance (new)
1/day each: dream, eyebite, silence
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Magic Resistance. The owl has advantage on saving throws against spells and other magical effects.
Magic Weapons. The owl's weapon attacks are magical.
Shadow Stealth. In dim light or darkness, the owl can take the Hide action as a bonus action.
Silent Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. If it was hidden from an enemy before it made a melee attack and it misses with that attack, it remains hidden.
Sneak Attack (1/Turn). The owl deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the owl that isn't incapacitated and the owl doesn't have disadvantage on the attack roll.
Multiattack. The owl makes two attacks with its talons.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and if the target is Medium or smaller, it is grappled (escape DC 16).
Shadow Lance (Cantrip). A creature the owl can see within 60 feet must succeed on a Dexterity saving throw or take 13 (3d8) piercing damage. If both the owl and the target are in dim light or darkness, it instead takes 16 (3d10) piercing damage, and the owl is heavily obscured to the target until the end of its next turn. The effect ends immediately if the owl or the target enter bright light.
Description
The Midnight Owl is cousin to the Eagle of the Sun and rules over nocturnal creatures and stealthy predators of all kinds. Its Spirit World domain moves across the sky perpetually, always following after its radiant cousin and cloaking the land in darkness so its children may hunt.
The Owl enjoys working with mortal champions, as it prefers to reach its goals and expand its domain through cunning, scheming, and deception. Those who would be a champion for the Owl must pass many tests to prove their worth as an agent for its machinations. If you are judged unworthy, you may become the Owl's next prey.
Fell Primal Spirits. Some primal spirits are known as fell spirits among the mortals of the Material Plane. These spirits are not dangerous to nature itself, but the environments and creatures they have power over are dangerous to the survival of mortalkind and civilization, even those civilizations that attempt to exist in harmony with nature. They might still be worshipped, but prayers given to them usually ask for mercy, not protection.
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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