Medium Plant, Neutral
Armor Class 18 (natural armor)
Hit Points 265 (20d12 + 120)
Speed 60 ft., Burrow 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
22 (+6)
INT
11 (+0)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +11, CON +13, WIS +12
Skills History +7, Insight +12, Nature +7, Perception +12
Damage Resistances Cold, Lightning
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Tremorsense 120ft, Passive Perception 22
Languages Common plus any languages spoken near its realm, Primordial
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (4/Day). If the nàdarlich fails a saving throw, it can choose to succeed instead.

Verdant Rejuvenation. If the forest that spawned it still stands, a destroyed nàdarlich gains a new body in 1d4 years, regaining all its hit points and becoming active again. The new body appears within the center of the forest. If the center of the forest has been blighted, the newly spawned nàdarlich is neutral evil, if the center of the forest has been hollowed, the newly spawned nàdarlich is neutral good.

Perfect Casting. The nàdarlich feels at home in the body of any living thing, and is a practiced caster in all forms. It is able to cast spells with somatic and verbal components even while under the effects of polymorph or transformation spells that would normally prevent this.

Spellcasting. The nàdarlich is an 18th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 20, +12 to hit with spell attacks). The nàdarlich has the following druid spells prepared:

Cantrips (at will): thorn whip, druidcraft, poison spray

1st level (4 slots): create or destroy water, cure wounds, faerie fire, ice knife

2nd level (3 slots): heat metal, earthbind, moonbeam, hold person

3rd level (3 slots): wall of water, erupting earth, call lightning, daylight

4th level (3 slots): polymorph, charm monster

5th level (3 slots): wrath of nature, antilife shell

6th level (1 slot): heal, sunbeam

7th level (1 slot): fire storm, whirlwind

8th level (1 slot): control weather, sunburst

9th level (1 slot): Shapechange

Font of Life. The nàdarlich has resistance to necrotic damage if it is neutral or good aligned.

Mire of Rot. The nàdarlich has resistance to radiant damage if it is evil aligned. 

Actions

Ensnaring Vines. Range Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 12 (3d6) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be restrained until a successful check or the vines take 15 points of damage. The vines are vulnerable to fire. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The nàdarlich 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 nàdarlich regains spent legendary actions at the start of its turn.

Cantrip. The nàdarlich casts a cantrip.

Reach of the Forest (Costs 2 Actions). The nàdarlich uses its Ensnaring Vines.

Winters Slumber (Costs 2 Actions). The nàdarlich focuses its presence on a creature within 20 feet of it. The target must succeed on a DC 18 Constitution saving throw against this magic or gain one point of exhaustion. The exhausted target can repeat the saving throw at the end of each of its turns, removing all points of exhaustion on itself on a success, but gaining another point for every failure. If a target's saving throw is successful or the effect ends for it, the target is immune to the Winters Slumber for the next 24 hours.

Absorb Life (Costs 3 Actions). Each living creature within 20 feet of the nàdarlich must make a DC 18 Constitution saving throw against this magic, taking 16 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The nàdarlich heal an amount equal to damage dealt this way.

Description

Nàdarlichs are a very unusual form of lich, if they even are one at all. Nàdarlichs are born from the souls of archdruids who completely and utterly devoted themselves to the land. There are many different kinds, and they vary wildly depending on the climate they are born from. The arboreal nàdarlich is the most common of these exceedingly rare creatures. 

While a nàdarlich is devoted to its land's protection and maintenance, a neutral or good nàdarlich does not abhor civilization. The wisdom and foresight of a nàdarlich far surpasses that of man, and they will only act out in violence against true threats to the land. They are feared and referred to as a form of lich for the servants they employ, marionettes of flesh and vine from all things that passed in their domain, however these creatures are not undead and their souls went to rest long ago. 

The only time to truly fear a nàdarlich is if the soul of the forest has succumbed to blight. This corrupts and twists the protective nature of these creatures into one of hatred towards humanoids and all they built. 

Lair and Lair Actions

A Nàdarlich’s Lair

A nàdarlich does not choose its home, but is chosen by it. Whatever land was most served by the druid gains a form of partial sentience, sacrificing a portion of its vast life force to resurrect and bind the druid as its nàdarlich. 

A forest will often reshape itself to some extent to reflect the tastes and personality of its former patron. A forest could grow vibrant and fiery roses over every surface, or its leaves could take on a silver sheen. The one consistency is the forests inhabitants. Thing which perish in the forest or that are slain by the nàdarlich join in its protection and maintenance in a variety of ways. Sometimes the souls of the creatures are reborn into new forms of life and sometimes the remains are marionetted about the forest by sentient vines.

A nàdarlich encountered in its lair has a challenge rating of 23 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the nàdarlich can take a lair action to cause one of the following magical effects; the nàdarlich can’t use the same effect two rounds in a row:

  • The nàdarlich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The nàdarlich targets one creature it can see within 60 feet of it. A nearby tree awakens and swings at the target, with a +11 to hit dealing 16 (3d6+4) bludgeoning damage. On a hit the target must make a DC 18 Dexterity saving throw or be pushed 10 ft. in a direction away from the tree.
  • The nàdarlich calls forth the spirits of creatures that died in its forest. These apparitions materialize and attack one creature that the nàdarlich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Regional Effects

The region containing an nàdarlich's lair is shaped by the creature’s presence, which creates one or more of the following effects:

  • Plant life within 10 miles of the nàdarlich’s lair grow at ten times the normal rate. If the nàdarlich is evil the plant life grows at the same rapid rate, but is perpetually rotten.
  • Water sources within 10 miles of the lair are supernaturally clean if the nàdarlich is natural or good, and is supernaturally fetid if it is evil. Enemies of the nàdarlich that drink such water vomit it within minutes.
  • As an action, the nàdarlich can create a clone of itself within 10 miles of the lair. The clone can appear at any location that sustains plant life within that area. The clone cannot cast spells, has an AC of 12, 10 hit points, and cannot take attack actions. The nàdarlich shares senses with its clones and can communicate through them. The nàdarlich can sustain up to 10 clones at any given time.

If the nàdarlich dies permanently, the first two effects fade over the course of 3d20 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2018 7:04:27 PM
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Coming Soon

Habitat: Forest

Elsymir

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