Gargantuan Beast, Neutral Good
Armor Class 25 Natural Armor
Hit Points 675 (30d20 + 360)
Speed 80 ft.
STR
26 (+8)
DEX
20 (+5)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws STR +17, DEX +14, CON +19, INT +19, WIS +19, CHA +17
Skills Animal Handling +28, History +19, Insight +28, Medicine +19, Nature +28, Perception +28, Persuasion +17
Damage Resistances Bludgeoning, Piercing, Radiant, Slashing
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Poison, Thunder
Senses Blindsight 120 ft., Darkvision 120 ft., Tremorsense 60 ft., Truesight 300 ft., Passive Perception 29
Languages Celestial, Common, Druidic, Elvish, Giant Eagle, Giant Elk, Primordial, Sylvan, Telepathy 180 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Forest Guardians (3/day). As an action the elk can touch a beast or plant. The creature gains an Intelligence of 13. The creature also gains the ability to speak common and sylvan. If the creature is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's, as well as darkvision out to a range of 60 feet. The plant uses the statistics of an awakened tree or awakened shrub, apart from the aforementioned changes. The creature is friendly to the elk and gains the mark of the elk (see the Will of the Ancient One trait).

In addition, the elk can perform a 1 hour ritual, at the end of which it touches an awakened tree, that has the mark of the elk and that has had it for at least 7 days, the tree then becomes a treant. Once the elk uses this trait it can't do so again for 30 days.

Innate Spellcasting. The elk’s innate spellcasting ability is Wisdom (spell save DC 27, +21 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: absorb elements (as a 3rd-level spell), animal friendship (as a 5th-level spell), animal messenger (as a 9th-level spell), call lightning (as a 5th-level spell, no concentration), charm monster (as an 8th-level spell), control weather (no concentration), cure wounds, death ward, dominate beast (as a 7th-level spell, no concentration), druidcraft, entangle (no concentration), faerie fire (no concentration), goodberry, greater restoration, guardian of nature (no concentration), healing spirit (as a 5th-level spell), hold monster (no concentration), hold person (as a 9th-level spell, effect ends on the target takes damage), locate creature, moonbeam (as a 5th-level spell, no concentration), protection from energy (no concentration), sending, spirit guardians (no concentration), wrath of nature (no concentration)

3/day each: animal shapes (no concentration), aura of vitality, conjure animals (as a 5th-level spell, no concentration), conjure fey (no concentration), dawn (no concentration), dominate person (as an 8th-level spell), druid grove, geas, hallucinatory terrain, heal, hold monster (as a 9th-level spell, no concentration), hold person (as a 5th-level spell), mass cure wounds, plant growth, summon beast (as a 5th-level spell)

1/day each: conjure animals (as a 9th-level spell, no concentration), dominate monster (as a 9th-level spell, no concentration), geas (as a 9th-level spell, refrain only), heal (as a 9th-level spell), mass cure wounds (as a 8th-level spell), storm of vengeance, summon beast (as a 9th-level spell, land only)

Launching Rush. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 18 (4d8) lightning damage, and the target must make a DC 25 Strength saving throw (the creature doesn't need to make the saving throw for the basic ram attack). On a failed save, the target is flung 60 feet away from the elk. On a successful save, the creature is pushed 30 feet away and is knocked prone. If a flung target collides with a solid object it takes 18 (4d8) bludgeoning damage and is knocked prone. If a flung target would strike a creature, the creature must make a DC 25 Dexterity saving throw. On a failed save, the creature and the target, both take 13 (3d8) bludgeoning damage and are knocked prone. On a successful save, the creature takes no damage and the flung creature continues flying. If a flung creature doesn't collide with anything it lands prone.

Legendary Protection (10/Day). If a creature within 60 feet of the elk fails a saving throw, it can choose to have the creature succeed instead.

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

Lunar Transcendency. The elk doesn't need to sleep. The eyes of non-evil creatures as well as any metal objects, within 30 feet of the elk, glow softly with moonlight during the night. Creatures with the mark of the elk have advantage on Dexterity (Acrobatics) checks, Charisma (Performance) checks — made when dancing, have a flying speed of 30 feet (taking the dash action doesn't increase this speed) and can hover, while within 30 feet of the elk. When objects fall within 30 feet of the elk, during night, they fall a number of inches equal to half of the length of their shortest dimension (treat all objects as a rectangular prism or a cube) each second.

In addition, during the night, if a creature spends at least 10 minutes doing nothing more strenuous than eating, reading, talking, or writing within 30 feet of the elk, the elk can grant the creature the effects of a long rest — a creature's exhaustion level is also reduced by 2. For a creature to benefit from this again, during the same night, it must instead spend an hour meditating. If a creature gains the benefits of a long rest in this way, it gains 10 temporary hit points per hour it spends, during the night, doing nothing more strenuous than walking or singing — for less than 10 minutes per hour, while within 30 feet of the elk. While a creature has these temporary hit points, it has immunity to poison damage, resistance to necrotic damage, immunity to the frightened, paralyzed, poisoned, and stunned conditions, has advantage on saving throws against spells and other magical effects, and advantage on Constitution saving throws made to maintain concentration on spells that don't deal damage. If a creature attempts to harm a good creature, or a non-evil beast, plant, or fey it looses these temporary hit points.

Magic Conduit. When a good creature casts a spell, while within 30 feet of the elk, it has a +2 bonus to spell attack rolls. When a good creature, within 30 feet of the elk, rolls one or more dice to restore hit points with a spell, it instead uses the highest number possible for each die. If a good creature has cast a spell, that allows it to use its action to activate an effect of the spell, it can use its bonus action to activate the spell effect (e.g. calling down lightning while call lightning is active). The damage from natural weapons of creatures with the mark of the elk, are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, while within 60 feet of the elk.

A creature, that is mutually friendly to the elk, can concentrate on two spells at once, while within 60 feet of the elk. When creatures, that are mutually friendly to the elk, cast spells that requires concentration while they are already concentrating on two spells, they can cast the spell without loosing concentration on the other two spells, as long as they remain within 30 feet of the elk. However, unless the creature's spellcasting ability is Wisdom or it is within 10 feet of the elk, it has disadvantage on Constitution saving throws made to maintain concentration on the three spells. Creatures, that are mutually friendly to the elk, automatically succeed on Constitution saving throws made to maintain concentration on a spell, if they are concentrating on only one spell and are within 60 feet of the elk.

In addition, when a creature with the mark of the elk, takes a short rest, while on the back of the elk, the creature treats any hit dice rolled, to restore hit points, as having rolled their maximum value, and recovers a number of spell slots. The recovered spell slots must have a combined level of 6 or less (if the creature's spellcasting ability is Wisdom, this number increases to 10).

Nature's Order. While within 60 feet of the elk, evil creatures have disadvantage on saving throws against spells and other magical effects — this overrides a creature's magic resistance. If an undead creature starts its turn, within 60 feet of the elk, it takes 11 (2d10) radiant damage, and has vulnerability to acid, cold, fire, lightning, and thunder damage, while within 60 feet of the elk, until the start of its next turn.

In addition, if a creature casts a spell or uses an ability that would create undead it takes 33 (6d10) radiant damage, and must make a DC 27 Constitution saving throw. On a failed save, the spell or ability fails, has no effect, and the spell slot or use is wasted. On a successful save, each time the created undead is subjected to radiant damage, the creator takes the same amount of damage (this damage can't be reduced in any way).

Primal Truth. Creatures within 40 feet of the elk's antlers, on the back of the elk or under the elk, have advantage on Wisdom (Insight) checks, have disadvantage on Charisma (Deception) and Charisma (Intimidation) checks, can understand any creature (whether or not it can speak a language), is understood by any non-evil creature, can't speak a deliberate lie, and can sense if any creature bears ill intent toward it.

Solar Supremacy. During the day, each creature within 30 feet of the elk, can travel 8 miles in an hour, at a normal pace and can move at normal speed from dawn until dusk without suffering exhaustion from a forced march, as long as the creatures (not including the elk) gain the effects of a long rest while within 30 feet of the elk. During the day, the movement speed of good creatures, and non-evil, beasts, plants, and fey is increased by 20 feet while within 30 feet of the elk

In addition, while within 30 feet of the elk, a creature ignores resistances when dealing damage to an evil creature, during the day. Evil creatures have vulnerability to radiant damage while within 30 feet of the elk, during the day. Once per turn, during the day, a creature within 30 feet of the elk, can give itself advantage on a attack roll made against an evil creature. During the day, good creatures and non-evil beasts have their spell save DC and any other DC that is calculated using Intelligence, Wisdom, or Charisma, increased by 2, while within 30 feet of the elk. If a creature with the mark of the elk, deals damage to a evil or chaotic neutral creature, during the day, that creature becomes visible if it is invisible and cannot become invisible for 1 minute. If an evil creature takes damage from a silvered weapon, during the day, it takes an additional 9 (2d8) radiant damage, and have disadvantage on attack rolls and saving throws until the end of its next turn. During the day, if a good creature rolls a 19 or 20 on an attack roll, made against an evil creature, it scores a critical hit and deals an additional 9 (2d8) radiant damage.

Speak with Beasts and Plants. The elk can communicate with beasts and plants as if they shared a language. In addition, the elk can understand any unaligned creature, and any unaligned creature can understand the elk.

Sylvan Moxie. Non-evil beasts, plants and fey, have advantage on attack rolls and saving throws, while within 60 feet of the elk. In addition, the duration of spells that create or summon beasts or fey increases to 24 hours and they don't require concentration (this effect fails if the creature conjured is of an evil alignment). However, the number of these spells that a creature has active at a time cannot be greater the half of their proficiency bonus (rounded up). Any beast or non-evil fey summoned or created by a spell, cast while within 60 feet of the elk, appears with two extra hit points per Hit Die it has, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. A beast or fey summoned or created, within 60 feet of the elk, by an evil creature or a creature that is hostile to the elk, is under the control of the elk rather than under the control of the creature that cast the spell.

Titan's Stability. The elk can only become prone if it wishes to be.

Will of the Ancient One. If a creature spends at least 1 minute (10 turns) within 60 feet of the elk, and gains the benefit from the elk's Legendary Protection, Lunar Transcendency, Magic Conduit, Primal Truth, Solar Supremacy, Sylvan Moxie or has been a willing target of one of the elk's spells, it it gains the mark of the elk. The mark of the elk lasts on a creature for a number of days equal to the number of hours (rounded up) the creature spent within 60 feet of the elk. If a creature with the mark of the elk targets a good creature with an attack or a harmful spell or includes it in the area of effect of a harmful spell, it must first make a DC 27 Wisdom saving throw. On a failed save, the creature must choose a new target or take a different action. A creature with the mark of the elk gains the following bond: "I must be a beacon of hope and a guiding light for others. As such I will always aid others, protect the weak and stand against evil — though I must also show mercy just as I show kindness."

In addition, a creature with the mark of the elk has advantage on Wisdom (Animal Handling) checks, Wisdom (Perception) checks, and Charisma (Persuasion) checks — made to persuade a good creature. Creatures with the mark of the elk do not need to eat or drink and only need to sleep for 4 hours to gain the benefit of a long rest. When a creature with the mark of the elk takes acid, cold, fire, lightning, or thunder damage, for the first time since the end of its last turn, it gains resistance to that damage type, including that instance of damage, until the end of its next turn. The first time the creature hits an evil creature with an attack on its next turn, the attack deals an extra 10 (3d6) damage of that type. A creature with the mark of the elk, regains 5 hit points at the end of its turn. A creature with the mark of the elk ceases to regain hit points in this way if it has attempted to deal damage to a non-evil creature — its ability to regain hit points in this way is restored if it finishes a long rest. While a creature has the mark of the elk, the creature knows Druidic.

Actions

Multiattack. The elk makes two attacks: one with its ram and one with its Hooves. It can cast an at-will spell in place of its ram attack.

Hooves. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage. Each creature, of the elk's choice, within 15 feet of the target must succeed on a DC 25 Strength saving throw. On a failed save, the creature takes 14 (4d6) bludgeoning damage, and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Ram. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage plus 10 (3d6) lightning damage. The target must make a DC 25 Strength saving throw. On a failed save, the creature is pushed 30 feet away and is knocked prone. On a successful save, the creature is pushed 15 feet away and isn't knocked prone.

Sylvan Blessing (3/Day). Each creature of the elk's choice, within 60 feet of it, regains 27 (6d8) hit points, and the creature has a +2 bonus to AC and saving throws, resistance to acid, cold, fire, lightning, necrotic, and thunder damage, immunity to either acid, cold, fire, lightning, necrotic, or thunder damage, has its speed increased by 10 feet, its movement doesn't provoke opportunity attacks, creatures can't have advantage on attack rolls against it, and it can take the dodge action as a bonus action. These effects last for 1 minute or until the creature attempts to deal damage to a non-evil creature (unless the elk permits it).

Teleport (1/Day). The elk teleports, along with each willing creature of the elk's choice within 120 feet of it, to a location the elk has seen before.

Legendary Actions

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

Spell. The elk casts one of its spells.

Attack. The elk makes a ram or a hooves attack.

Move. The elk moves up to its speed.

Charge (Costs 2 Actions). The elk moves up to its speed and makes a ram attack.

Sylvan Blessing (Costs 3 Actions). The elk uses its Sylvan Blessing.

Description

Colossal elk reach lengths upwards of one-hundred-fifty-five feet and heights of one-hundred-twenty feet  (not including its antlers). A colossal elk's antlers can reach heights of sixty feet, they are mostly vertical with a slight backwards angle and they look like a dead tree, though they could also be likened to a lightning bolt. Some colossal elk's antlers will grow leaves and will look just like a pair of trees. All colossal elk have plants growing on them, which small animals then in turn live in. 

Colossal elk will almost always have an entourage of animals following them. Often times they may even have a heard of deer or other ungulate moving with them. However, there are some colossal elk that prefer a more solitary life, with only the animals on them and a few around them. This allows them to be more inconspicuous if they would rather not be seen, and their tree like antlers do help with that to an extent. Colossal elk do have the ability to teleport long distances and they can take the animals that are around it with it, if the animals are willing.

Colossal elk control the weather around them. Though this isn't noticeable beyond the fact that it will sometimes match the elk's emotional state, but beyond that the weather doesn't act much differently then it normally does — it is just that the elk controls it. The area under the elk, on the elk and between its antlers is a zone of truth, and it has been used by humanoids for diplomatic purposes, in the past. During the night the area around the elk becomes like some sort of fey wonderland, as everything floats in the air and metal objects as well as the eyes of creatures glow with soft moonlight, and the area has a calming effect. During the day the elk and the creatures around it are imbued with speed and energy, and the sun's light burns creatures of malice. Colossal elks have the ability to not only awaken sentience in creatures but it also has the ability to create treants. Colossal elk are so attuned to magic that they can help creatures nearby concentrate on their spells and even concentrate on them for the creature that cast it. Sylvan creatures (beasts, plants, and fey) that are near a colossal elk are imbued with power, this is even more so the case for creatures that are conjured via magic, to the extent that they will follow the elk's commands if their master subverts them against their nature.

Similarly to most colossal beasts, colossal elks do not need to eat, drink or sleep. Like with the other more powerful colossal beasts — sometimes called major colossal beasts — when a creature spends enough time around a colossal elk and the elk grants a creature a bit of its magic, a bit of the elk's nature seeps into that creature's nature. This can alter a creature's personality and intentions, but while they hold true to these tenets the creature is imbued with some of the power of the elk.

Colossal elk are patient, benevolent, calm, diligent, and thoughtful. They avoid violence when possible but will use it when needed, most often by striking the creature dead with a bolt of lightning. Colossal elk care for other creatures and will support them if it deems that their cause is just and that they are righteous. When a colossal elk deems a creature so, it is willing carry the creature across the lands and will be a staunch ally. Colossal elk, however, avoid human settlements and will keep their distance — typically about half a mile, recruiting one of its animal followers to take them the rest of the way to a settlement.

Lair and Lair Actions

A Colossal Elk's Lair

A colossal elk doesn't stay in one place, as such its lair moves with it. The area within 300 feet of the elk is considered to be its lair, no matter where it is.

Lair Actions

On initiative count 20 (losing initiative ties), the elk takes a lair action to cause one of the following effects:

  • Any area of ground in the elk's lair that is covered by grass or undergrowth becomes difficult terrain for evil creatures, and other creatures the elk isn't friendly towards, for 1 minute.
  • Each creature of the elk's choice, within 10 feet of a tree, must make a DC 27 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much on a successful one.
  • Each creature of the elk's choice, on the ground in its lair, must make a DC 27 Strength saving throw, or be restrained until initiative count 20 of the next round.
  • Loose rocks launch at up to five different creatures within 300 feet of the elk. Each creature must make a DC 27 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one.
  • The elk can fill any number of 5-foot squares on the ground within 300 feet of it with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. The elk and creatures with the mark of the elk are immune to this effect. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. The fog lasts until initiative count 20 of the next round.
  • The elk animates four trees it can see, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree. The trees share the elk's initiative count, but they take their turn immediately after the elk's. They obey the elk's telepathic commands (no action required). If the elk issues no orders they attack the nearest evil creature — prioritizing fiends and undead. At initiative count 20 of the next round, if the elk does not use this action again, the trees take root again, if possible.
  • During the day, the elk casts dawn, at its lowest level. The elk doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round.
  • At night, the elk casts moonbeam six times, at its lowest level, targeting different areas with the spell. The elk doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round.
  • During the day, the elk increases the movement speed, of each creature of its choice that it can see, by 20 feet, until initiative count 20 of the next round.
  • At night, the elk gives each creature of its choice, that it can see, a flying speed of 30 feet, until initiative count 20 of the next round.
  • The elk casts the call lightning spell, as a 5th-level spell. The elk doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round. If the elk takes this lair action again when this effect was just active, it extends the duration and calls down lightning again.
  • The elk casts the control weather spell, or changes the weather conditions if the spell is already active. The elk doesn't need to concentrate on the spell.
  • Each beast, plant or fey, of the elk's choice, within 300 feet of the elk regains 7 (2d6) hit points.

Regional Effects

The area within 3 miles of the elk is affected by the presence of the colossal elk and its powerful magic, producing the following effects:

  • Non-evil creatures do not require food nor water while within 3 miles of the elk. Unaligned creatures will recognize that they are under this effect almost immediately, whereas most humanoids will have to figure it out on their own.
  • Beasts, within 3 miles of the elk, will only attack another creature if the creature has attacked it, or another beast — while within line of sight.
  • The Intelligence scores of non-evil creatures, within 3 miles of the elk, increase by 4, to a maximum of 10. In addition, all non-evil creatures within 3 miles of the elk can understand common.
  • Non-evil creatures have advantage on Wisdom (Animal Handling), Wisdom (Insight) and Wisdom (Perception) checks, while within 3 miles of the elk.
  • Non-evil creatures, can sense evil creatures within 120 feet of them, while within 3 miles of the elk. If a creature can sense an evil creature, it learns the creature's location, size, and if it is a fiend or undead it learns what type of creature it is.
  • Non-evil creatures, within 3 miles of the elk, are immune to the poisoned, have resistance to poison and necrotic damage, and have advantage on saving throws forced by fiends and undead.

If the elk dies, the effects dissipate over a period of 10d6 days.

Habitat: ForestGrasslandHill

Yellow_Gorilla

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