Charge. If the Arborean Eldarch moves at least 20 feet straight toward a target and then hits it with a Primordial Armament attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 20 feet away from the Eldarch and knocked prone. If the target is prone, the Eldarch can make one stomp attack against it as a bonus action.
Eldarch's Stride. The Arborean Eldarch is unaffected by nonmagical difficult terrain. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The Eldarch also has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature's Guise. The Arborean Eldarch has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Innate Spellcasting. The Arborean Eldarch’s innate spellcasting ability is Wisdom (spell save DC 20). The Eldarch can innately cast the following spells, requiring no components:
At will: conjure animals (7th level), entangle, animal friendship (7th level)
3/day each: transport via plants, guardian of nature, plant growth, wrath of nature, commune with nature
1/day each: earthquake, reincarnate, bloom (pg. 211 of Deep Magic)
Might of the Wilds. The Arborean Eldarch's weapon attacks are magical.
Siege Monster. The Arborean Eldarch deals double damage to objects and structures.
Multiattack. The Arborean Eldarch makes three Primordial Armament attacks.
Primordial Armament. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning or slashing damage plus 6 (1d12) radiant damage.
Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +14 to hit, range 120/300 ft., one target. Hit: 52 (8d10 + 8) bludgeoning damage.
Animate Trees (2/Day). The Arborean Eldarch magically animates three trees it can see within 60 feet of it. These trees have the same statistics as treants, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. These animated trees act as an ally of the Eldarch. The trees remains animate for 1 day or until it dies; until the Eldarch dies or is more than 120 feet from the trees; or until the Eldarch takes a bonus action to turn them back into an inanimate trees. The trees then takes root if possible.
The Arborean Eldarch 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 Arborean Eldarch regains spent legendary actions at the start of its turn.
Strike. The Arborean Eldarch makes one Primordial Armament attack.
Grasp of the Green (Costs 2 Actions). The Arborean Eldarch casts entangle. The spell does not require concentration when cast this way, and the Eldarch can use a bonus action to end it.
Earthen Fury (Costs 3 Actions). The Arborean Eldarch strikes the ground, invoking the earth's wrath. Each creature within 60 feet of the Eldarch must succeed on a DC 22 Strength saving throw or take 19 (3d12) bludgeoning damage and be knocked prone. Additionally, the ground in that area becomes difficult terrain until the end of the the creature's turn that this legendary action took place upon.
Description
Arborean Eldarchs are the oldest of Arborean Keepers and the most powerful of nature spirits. They course with the primordial energies of the world itself, and have grown far beyond whatever their first forms were as keepers. They now appear as grand champions of nature, be it in the form of a mighty centaur, a towering knight, a titanic tangle of wood, vines, and roots, or anything beyond. Their massive bodies have become far more pronounced, with energies clearly flowing in the nooks and crannies of their natural skin and armor which glow with soft green light. Arborean Eldarchs are mythically rare, and are only ever found in the deepest, most ancient of natural places, that they protect until the end of time. They never emerge from their sanctuaries, and would only ever do so if nature was threatened on a apocalyptic scale. Their powers are legendary, being able to shake the earth, reincarnate the slain, and bring eternal life to forsaken lands. They are the guardians of the green, and the last line in nature's endless fight against entropy.
This stat block reflects the abilities of an Arborean Eldarch with the form of a centaur.
Previous Versions
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