Medium Humanoid (Elf, Shapechanger), Chaotic Neutral
Armor Class 20 (hide of the feral guardian)
Hit Points 345 (30d8 + 210)
Speed 60 ft., (climb 60 ft., swim 60 ft. in beast form)
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
6 (-2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws STR +14, DEX +12, CON +14, WIS +12
Skills Acrobatics +12, Animal Handling +12, Athletics +14, Intimidation +8, Perception +19, Stealth +12, Survival +12
Damage Resistances Necrotic, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Frightened
Senses Darkvision 60 ft, Passive Perception 29
Languages Druidic, Elvish, Primordial
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Special Equipment. Ravaron wields a greatsword +3 and  wears hide of the feral guardian in its exalted state.

Blood Frenzy (Beast Form Only). Ravaron has advantage on attack rolls against a creature that doesn't have all its hit points.

Child of the Forest. Ravaron ignores difficult terrain made of magical or nonmagical plants or undergrowth and can attempt to hide even if he is only lightly obscured by rain, mist, leavage and other natural phenomena.

In addition, Ravaron can communicate with animals and plants in the forest of Erynmor as per the speak with animals and speak with plants spells.

Deadly Strikes. Ravaron scores a critical hit on an 18, 19 or 20 on the d20 with his weapon attacks.

Fey Ancestry. Ravaron cannot be put to sleep by magic and has advantage on saving throws against being  charmed..

Keen Sight and Smell. Ravaron has advantage on Wisdom (Perception) checks that rely on sight and smell.

Legendary Resistance (3/day).When Ravaron fails a saving throw, he can choose to succeed instead.

Regeneration. Ravaron regains 30 hit points at the start of each of his turns. If Ravaron takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Ravaron dies only if he starts its turn with 0 hit points and doesn't regenerate.

Spellcasting (Humanoid Form Only). Ravaron is a 10th level spellcaster. His spellcasting ability is wisdom (spell save DC 20, +12 to hit with spell attacks). He knows the following spells:

Wild Pounce (Beast Form Only). If Ravaron moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that creature takes an additional 16 (3d10) slashing damage and must make a DC 22 Strength saving throw or be knocked prone. If the target is prone, Ravaron can immediately make another attack with his claws part of the same action.

Actions

Multiattack. Ravaron can use his Spirit of the Hunt or Menacing Roar (beast form only). He then makes either four attacks with his greatsword or longbow (humanoid form only) or two attacks with his claws and one with his bite (beast form only).

Greatsword +3 (Humanoid Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d6+10) slashing damage.

Oversized Longbow (Humanoid Form Only). Ranged Weapon Attack: +12 to hit, range 150/600 feet, one target. Hit: 14 (2d6+7) piercing damage.

Bite (Beast Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 29 (3d12+10) piercing damage + 14 (4d6) necrotic and the target cannot regain hit points until the start of Ravaron's next turn. In addition, if the target is huge or smaller, it is grappled (escape DC 24). Until this grapple ends, the target is restrained and Ravaron can't bite another target.

Claw (Beast form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 26 (3d10+10) damage.

Spirit of the Hunt (1/day). Ravaron spreads his ferocity to others, awakening the spirit of the hunt within them. Ravaron chooses any number of willing creatures other than him within 60 feet of him. All chosen creatures can immediately use their reactions to move up to their speed and to make one weapon attack and gain the following benefits for the next hour:

  • Aggressive. The creature can use a bonus action to move up to its speed towards another creature hostile to it.
  • Deadly Strikes. The creature scores a critical hit on an 18, 19 or a 20 on the d20 with its weapon attacks..
  • Determination. The creature cannot be frightened.

Menacing Roar (Beast Form Only). Each creature of Ravaron's choice that is within 120 feet of him and can hear his roar must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ravaron's Menacing Roar for the next 24 hours.

Bonus Actions

Change Shape. Ravaron polymorphs into a Huge wolf-like beast, or back into his true form, which is that of a male wood elf. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. Ravaron reverts to his true form if he dies.

Shroud of the Forest. Ravaron can take the hide as a bonus action.

Aggressive. Ravaron can take a bonus action to move up to his speed towards a creature hostile to him.

Reactions

Merciless. Ravaron can make an opportunity attack even if a creature takes the disengage action, and unless that creature is more than two sizes larger than him, its movement speed is reduced to 0 until the end of that turn.

Legendary Actions

Ravaron can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ravaron regains spent legendary actions at the start of its turn.

Find Prey. Ravaron makes a Wisdom (Perception) check or a Wisdom (Survival) check.

Strike. Ravaron makes a weapon attack.

Cast a Spell (Costs 2 Actions, Humanoid Form Only). Ravaron casts one of his spells.

Charge (Costs 2 Actions, Beast Form Only). Ravaron moves up to his speed without provoking opportunity attacks and makes a claw attack, using his Wild Pounce trait if applicable.

Wild Whirlwind (Costs 3 Actions, Humanoid Form Only). Ravaron moves up to his speed without provoking opportunity attacks and makes one attack with his greatsword against each creature he moves past.

Call to the Wild (Costs 3 Actions, Beast Form Only). Ravaron howls, calling his animal friends to join his hunt. 2d4 guardian wolves appear within 60 feet of him. These wolves remain for 1 hour or until Ravaron is killed and have their own turns in initiative order.

Description

Ravaron, with his name translating to "wild hunter" in the common tongue, is a wood-elf of the Erynmor tribe, who is blessed with bestial blood.

In his humanoid form, he is a goliath of a wood-elf, packed with muscles and standing at over 7 feet tall. His face and body are covered with war paint and tribal tattoos, and his long blonde dreadlocks are tied back into a ponytail. He wields an enormous greatsword made of jagged bone and an oversized longbow, crudely carved from the trunk of a young tree.

He can change shape into a huge, fearsome wolf-like beast at-will. In that form he fully embraces his bloodlust; he becomes unable to cast his spells, focusing on mercilessly tearing apart his prey with his claws and bite instead.

Ravaron, being half beast and half elf, is a wild man, one who prefers action over talking. He enjoys the hunt and fighting for his tribe in general for a living. If there is something to hunt or something to fight for, he is up for it, and it is difficult to dissuade him once the hunter within him awoke. He fights mercileslly until the bitter end, until either he can enter the happy hunting grounds, where the hunt will go on for him, or until his prey is defeated.

However, despite his lust for the hunt, his stubbornness and his will to fight for his tribe, he actually might hesistate initiating or joining a fight without being provoked and is quite curious about the world outside of the forest of Erynmor, especially since he once snuck out of the forest and observed some human villages in the distance, something he was warned against doing by the tribe's elders - and he hopes to eventually learn more about them.

Forest of Erynmor. The forest of Erynmor, known as the "dark forest" in common, is an ancient, primeval forest located at the foot of the great mountains. Trees older than humankind itself growing in gnarly and grotesque shapes are found here, as are many wild animals, some more dangerous than others. Navigating through its thick undergrowth, with all the dangers looming there and in the branches of the trees above, is almost impossible - except for those who call this forest their home and probably are, in some way, the forest's most dangerous inhabitats: the feral elves of Erynmor.

Feral Elves. An ancient tribe of wood-elves is living deep within the  Forest of Erynmor, and likely has been living there since the very beginning of the forest's growth. These elves live in harmony with nature, following their shamanistic traditions and practicing druidic rituals. Natural caves and simple, wooden huts and treehouses serve as their homes, small creeks and a river flowing through the forest provide water, and they eat whatever they can hunt and whatever fruits the forest provides.

The elves of Erynmor, feral and far away from any civilication, are great hunters, and despite the simplicity of their gear, crudely crafted from ressources provided by the forest, like fur, leather, bones and wood, they are fearsome warriors. Vigilantly - and lethally - defending their home against anyone from the "outside" as they refer to the rest of the world, in an effort to protect the forest from any potential danger, the feral elves became known as a hostile and unwelcoming folk, with most adventurers avoiding the forest entirely in fear of getting pierced by a crudely carved wooden arrow or slashed by a sword made of sharpened bone.

Wild Hunters. The hunt is more than just a necessity for survival for the elves of Erynmor. The hunt itself is a sacred ritual for them, a challenge to prove their strength, dexterity and combat capabilites, a challenge to satisfy the gods they believe in and their way to offer sacrifices. They believe in an afterlife in the happy hunting grounds, but only those who were successful hunters during their lifetime and obeyed the tenets of the hunt are allowed to enter this afterlife. The most important tenets of the hunt are:

  • Slay with Purpose. A hunter does not slaughter for sport. They only slay with a good reason. The hunt is a challenge to survive, not a challenge for enjoyment.
  • Strike swiftly and deadly. A hunter doesn't let their prey suffer. They wait for the right moment and then strike swiftly with deadly precision and ferocity.
  • Don't let your Prey run. Failure is not an option. Even if a hunter fails to slay their prey on the first try, they don't give up. They chase it down, until they can strike it again.
  • Scavenge your Prey. A hunter scavenges their slain prey. Regardless of what it was before, the slain prey now provides nourishment and useful materials that must not go to waste.

Druidic Traditions. The wood-elves of Erynmor are deeply connected to their forest and innately able to communicate with animals and plants. Most of them learn to wield druidic magic or otherwise are able to channel the aspects of nature - some bonded with a particular animal to hunt together, others embraced totem spirits of wild animals to become ferocious, strong and tough, some become able to channel nature's wrath by performing a ritual-like sacred oath to guard the forest, and others received a blessing from nature itself in one way or another.

And a few of them are blessed with a different kind of magic, magic that is not druidic, but more likely some kind of blood magic, that allows them to turn into great beasts at will - likely a primeval form of lycanthropy. These elves are known as the legendary Beasts of Erynmor.

The Beasts of Erynmor. In the veins of some of these elves, the blood of wild beasts flows. Similar to typical were-creatures, these wood-elves, usually mighty warriors and wild hunters, are able to change shape into a great, ferocious beast; however, they are actually unable to change into a hybrid form. Their bite attacks don't spread any kind of lycanthropy, instead they are deadly weapons employed in combat and for the hunt.

There are tales of wars between the elves of Erynmor and orcish warbands trying to  conquer the land or dwarvish troops trying to claim the treasures beneath the mountain that looms over the forest, which were ended when these huge beasts, all in a sudden, appeared from the woodlands behind, jumped over the elven frontlines and wreaked havoc, pounced, ripped, slashed and bit, unstoppable and unable to be harmed, shrugging off all the arrows and spears launched at them and all the axes cleaving into them. 

Regardless of whether these tales are true, these beast-elves are truly terrifying and absolutely a force to be reckoned with - and make silvered weapons absolutely mandatory for anyone who wants to have a chance in combat against the wood-elves of Erynmor.

Lair and Lair Actions

Their connection to the forest allows wood-elves of Erynmor to rely on Nature's aid in combat. It almost is as if the forest itself can sense when its in habitants are in dire need. If at least three wood-elves of Erynmor are fighting together, they can, at initiative order 20, losing initiative ties, take one of the following lair actions, provided they are within 60 feet of each other and in the forest of Erynmor:

  • March of the Trees. Using their magic and connection to the forest, the elves awaken 1d4 treants within 60 feet of them. These treants act on their own turn in initiative, obey the commands given by the elves and disappear after 1 hour.
  • Forest's Wrath. The elves target a point ton the ground they can see. Within a 20-feet radius centered on that point, mighty roots shoot up, wrapping themselves around any creatures of the elves' choice in that area. Each creature in that area must make a DC 20 Strength saving throw or be restrained. A creature restrained in that way is unable to breathe and takes 19 (4d8) bludgeoning damage at the start of each of its turns. It can use an action to attempt a DC 20 Strength check to escape. The roots last for 1 minute or until this lair action is taken again.
  • Natural Restoration. Up to six creatures of the elves' choice that are within 60 feet of at least one of the elves are purified by the forest's primeval magic. They regain 30 HP and are cured of any disease, poison or curse and any effect that causes them to be petrified.
  • Primeval Ward. Up to six creatures of the elves' choice that are within 60 feet of at least one of the elves are warded by the forest's primeval magic. Until initiative order 20 on the next round, they gain resistance to acid, cold, fire, lightning and thunder damage.

Habitat: Forest

Semako

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