Fey Step (Recharge 4–6). As a bonus action, Valeshaanerond can teleport up to 50 feet to an unoccupied space it can see.
Magic Resistance. Valeshaanerond has advantage on saving throws against spells and other magical effects whenever they are in the Feywild or in a natural forest/woods environment.
Immutable Form. Valeshaanerond is immune to any spell or effect that would alter their form.
- Season Adaptability -
(Summer Only) Enchanting Presence: Any non-eladrin creature that starts its turn within 60 feet of Valeshaanerond must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by Valeshaanerond 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 Valeshaanerond’s Enchanting Presence for the next 24 hours.
If Valeshaanerond or their allies deal damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
(Autumn Only) Fearsome Presence: Any non-eladrin creature that starts its turn within 60 feet of Valeshaanerond must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of Valeshaanerond for 1 minute. On a successful save, the creature becomes immune to Valeshaanerond’s Fearsome Presence for 24 hours.
If Valeshaanerond or their allies deal damage to the frightened creature, the creature can repeat the saving throw, ending the effect on itself on a success.
(Winter Only) Sorrowful Presence: Any non-eladrin creature that starts its turn within 60 feet of Valeshaanerond must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes grappled as anguish & sorrow fill its mind 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 Valeshaanerond’s Sorrowful Presence for the next 24 hours.
If Valeshaanerond or their allies deal damage to the grappled creature, the creature can repeat the saving throw, ending the effect on itself on a success.
(Spring Only) Joyful Presence: Any non-eladrin creature that starts its turn within 60 feet of Valeshaanerond must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes incapacitated with feelings of joy & euphoria for 1 minute. On a successful save, the creature becomes immune to Valeshaanerond’s Joyful Presence for 24 hours.
If Valeshaanerond or their allies deal damage to the incapacitated creature, the creature can repeat the saving throw, ending the effect on itself on a success.
Innate Spellcasting. Valeshaanerond’s innate spellcasting ability is Charisma (spell save DC 16). They can innately cast the following spells, requiring no material components:
At will: calm emotions, sleep
2/day each: cure wounds (as a 5th-level spell), lesser restoration, suggestion, charm person
1/day each (must be in appropriate season form to use):
(Summer) Flame Strike or Summon Elemental (Fire)
(Autumn) Blight or Summon Elemental (Earth)
(Spring) Wrath of Nature or Summon Elemental (Water)
(Winter) Cone of Cold or Summon Elemental (Air)
Multiattack. Valeshaanerond makes either two melee weapon attacks or two ranged weapon attacks. Valeshaanerond can cast one spell in place of one of these attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 5) slashing damage, plus 18 (2d8) psychic damages.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (2d8) psychic damage.
Transient Seasons. As a bonus action Valeshaanerond can change their seasonal connection. Valeshaanerond can change between, Summer, Autumn, Spring or Winter but cannot change to a season used the round prior to the current one. (EG: currently Winter, previously Summer, can now change to Spring or Autumn only or stay as Winter). Once the change takes place, only abilities, spells & attacks for that Season are available, until such time they change to another season.
(Autumn Only) Foster Peace. If a creature charmed by Valeshaanerond gets hit by an action that requires an attack roll while within 60 feet of Valeshaanerond, Valeshaanerond magically causes the attack to miss, provided Valeshaanerond can see the attacker.
(Summer Only) Parry. Valeshaanerond adds 3 to their AC against one attack that requires an attack roll & that would otherwise hit them. To do so, Valeshaanerond must see the attacker and be wielding a melee weapon.
(Winter Only) Frigid Rebuke. When Valeshaanerond takes damage from a creature they can see within 60 feet of them, they can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.
(Spring Only) New Growth. When Valeshaanerond takes damage from a creature they can see within 60 feet of them, they can lash out with a vine attack causing the creature to succeed on a DC 16 Dexterity saving throw or become grappled (escape DC 15).
Valeshaanerond can take 2 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. Valeshaanerond regains spent legendary actions at the start of their turn.
Grasping Roots (costs 1 action). Melee Weapon Attack: +6 to hit, Reach: one creature within 30 ft. Hit: The target is grappled. Until the grapple ends, the target takes 11 (2d6 + 5) bludgeoning damage at the start of each of its turns. The grappled creature can spend an action to attempt to break the grapple (escape DC 15).
Awaken Grove Guardians (Costs 2 Actions). Valeshaanerond animates 1d3+1 trees/shrubs they can see within 120 feet of them, causing them to uproot themselves and become Needle Blights for 1 minute or until Valeshaanerond uses a bonus action to end the effect. These Blights understand and obey Valeshaanerond’s spoken commands, but can’t speak. If Valeshaanerond issues no commands to them, the trees do nothing but follow Valeshaanerond and take the Dodge action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Valeshaanerond is a wild & unpredictable Arch Fey who is tightly bound to the seasons. They often appear as either a serene eladrin woman or a dashing eladrin man, always dressed in fine clothing that matches the current season. Their long-flowing hair also changes with the seasons & is crowned by a wreath of leaves that do the same.
If angered - or possible on a whim or as a warning or as a 'disguised' messenger - Valeshaanerond can take on a form that matches their woodland & seasonal connection. For spring, they look like a bark-skinned dryad with new buds & growth covering their skin. In Winter, they resemble nothing more than a dead-looking tree, baring sharp & jagged sticks & thorns. Autumn sees them as a withering dryad-like corpse, covered in rot& decaying leaves, while summer finds them as a brightly flowering Ent-like creature. All of these vary & are very rarely the same, however the over-arching theme is the same for each seasonal transformation.
Valeshaanerond is revered by those Eladrin who have a very strong connection to the wilds. Occasionally Valeshaanerond is feared as a harbinger of doom by the Eladrin & other fey folk, sometimes as true & staunch ally of the wilderness & the Feywild alike. One thing is certain, Valeshaanerond is as unpredictable as a summer storm & as dangerous the harshest of winters.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] 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:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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