Spirit Guide. Any spiritual creatures, no matter their form, will not fight the Ancestral Spirit.
Spirit Realm. Every turn the Ancestral Spirit will summon a random spirit of any animal that will be completely docile and invulnerable. However, this spirit can be killed by the Ancestral Spirit, which will then gain 1d10 health.
Spiritual Spellcaster. The Ancestral Spirit can cast all spells while in Sky Prance.
Spellcasting. The Ancestral Spirit is a 6th-level spellcaster. Its spellcasting ability is [6] (spell save DC 2, +3 to hit with spell attacks). The Ancestral Spirit has the following spells prepared:
Cantrips (at will): Dragon's Breath (Cold), Imbue Weapon (Antlers)
Sky Prance. Te creature jumps into the sky and begins to prance through the air, giving it advantage on all rolls. Gives Ancestral Spirit the ability to use all Prance attacks.
Antler Sweep. Melee Weapon Attack: +3 to hit, reach 25 ft. square in front of creature. Hit: 12 (3d6 + 6) [bludgeoning] damage.
Ground Stomp. Melee Weapon Attack: +4 to hit, reach 10 ft. radius. Hit: 8 (2d6 + 4) [force] damage.
Antler Charge. Melee Weapon Attack: +4 to hit, reach 50 ft., 1 target. Hit: 20 (2d20 + 8) [bludgeoning] damage.
Prancing Charge. Melee Weapon Attack: +2 to hit, reach 15 ft., 1 target. Hit: 16 (3d10 + 10) [piercing] damage.
Antler Trap. Melee Weapon Attack: +2 to hit, reach 15 ft., 1 target. Hit: 16 (3d10 + 10) [piercing] damage. Inflicts Grappled.
Rear Kick. If attacked with melee from behind, the Ancestral Spirit will strike the assailant with one of it's rear hooves, dealing 1d10 damage and knocking the assailant back 15 ft.
After any lair action, the Ancestral Spirit may take a legendary action. However, the same action may not be taken more than once in two turns.
Spiritual Herd (Costs 2 Actions). The Ancestral Spirit jumps into the air, prancing forth towards the starry skies above. Suddenly, it slams down back onto the cavernous floor as a large pool of water forms, and dozens of spiritual animals walk out into the cave.
Description
The spirit of a once great being, whose true name is unknown. The great beings that became the Ancestral Spirits once ruled over a vast majority of the wilds, before being hunted into near extinction.
However, these majestic beasts harbor no ill-intent, and actually seek to help all those they come into contact with. This urge is unexplainable, however it seems as though they judge the actions of those who interact with them.
When aggravated however, the Ancestral Spirits are formidable foes. They strike quickly with their antlers, and can even prance into the sky to gain an advantage on those who threaten them.
Some say even legendary spirits still stand, lying asleep in wait, governing over their realms as if they were a king.
Lair and Lair Actions
A large cavernous alcove that is covered in algae and other plants. The life within has a smooth blue glow to it, and many spiritual animals roam around, completely unaware of their surroundings. In the ceiling, an opening reveals the starry night sky, casting down a beautiful light.
Lair Actions
On initiative count 3 (losing initiative ties), the Ancestral Spirit takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Ancestral Spirit calls out and melts into the ground, leaving behind a pool of bioluminescent fluid that is acidic to touch. On it's next turn, the Ancestral Spirit will appear and perform a legendary action.
- The Ancestral Spirit rears up on it's hind legs as it's antlers glow a beautiful blue. Suddenly, a small blast of warmth rushes around the cave, and all entities in a radius of 50 ft. (Including spirits) take 3d10 damage. Humanoid characters may avoid this by rolling an Acrobatics check (>16), which if successful will completely negate damage.
Regional Effects
The region containing a legendary Ancestral Spirit's lair is misty and eerie, which creates one or more of the following effects:
- All rolls for identification, such as observing an object more than 30 ft. away, suffer a roll of -5.
- Due to the eerie location, taking a long rest is too risky while the Ancestral Spirit roams about.
If the Ancestral Spirit dies, these effects fade over the course of 3d10 days.
Comments