Medium Humanoid (Elf), Lawful Neutral
Armor Class 18 (Hide of the Feral Guardian)
Hit Points 285 (30d8 + 150)
Speed 30 ft.
STR
15 (+2)
DEX
17 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
24 (+7)
CHA
12 (+1)
Saving Throws CON +11, INT +8, WIS +13
Skills Animal Handling +13, Nature +8, Perception +13, Stealth +9, Survival +13
Damage Resistances Necrotic, Poison
Senses Darkvision 60 feet, Passive Perception 23
Languages Druidic, Elvish, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Equipment. The elder shaman wields a staff of the woodlands and  wears hide of the feral guardian in its exalted state.

Child of the Forest. The elder shaman ignores difficult terrain made of magical or nonmagical plants or undergrowth and can attempt to hide even if he is only lightly obscured by rain, mist, leavage and other natural phenomena.

In addition, the elder shaman can communicate with animals and plants in the forest of Erynmor as per the speak with animals and speak with plants spells.

Fey Ancestry. The elder shaman cannot be put to sleep by magic and has advantage on saving throws against being  charmed.

Legendary Resistance (3/day).When the elder shaman fails a saving throw, it can choose to succeed instead.

Spellcasting. The elder shaman is a 20th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It knows the following spells:

Actions

Multiattack. The elder shaman makes three attacks. It can cast a spell in place of one of these attacks.

Staff of the Woodlands (Shillelagh). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) bludgeoning damage plus 14 (3d8) slashing damage as vines sprout around the target and lash out at it. The target must succeed on a DC 21 Strength saving throw or is knocked prone.

Vine Whip. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 10 (1d6+7) slashing damage plus 14 (4d6) piercing damage as thorny vines lash out at the target and pull it up to 10 feet towards the elder shaman.

Mystical Fire. Ranged Spell Attack: +15 to hit, range 30 ft., one target. Hit: 27 (6d8) fire damage and the target cannot regain hit points until the end of its next turn. If a target dies from this attack, it dissolves into fine, fertile ash and plant saplings start to sprout from it at the start of the elder shaman's next turn.

Bonus Actions

Change Shape (2/Day). The elder shaman magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for as long as it desires. The elder shaman can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The elder shaman reverts to its true form if it dies or falls unconscious. The elder shaman can revert to its true form using a bonus action on its turn.  While in a new form, the elder shaman retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Shroud of the Forest. The elder shaman can take the hide as a bonus action.

Voice of Erynmor (Recharge 5–6). The elder shaman chooses up to six friendly beasts or plants within 60 feet of it. Each of these creatures gains 30 temporary hit points and can use its reaction to move up to its speed without provoking opportunity attacks and to make one weapon attack against a target of the elder shaman's choice.

Legendary Actions

The elder shaman 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 elder shaman regains spent legendary actions at the start of her turn.

Attack. The elder shaman makes an attack with its staff of the woodlands or with its vine whip.

Cast a Spell. The elder shaman casts a spell of 3rd level or lower.

Find Prey. The elder shaman makes a Wisdom (perception) check.

Forest's Curse (costs 2 actions). The elder shaman targets a creature it can see within 60 feet of it. That creature must make a DC 21 Wisdom saving throw. On a failure it is restrained, feeling the magic of the dark forest taking it over as it starts growing roots and its skin becomes bark-like. On a success, it is unaffected.

It repeats the saving throw at the end of its turn. If it fails again, it becomes a large-sized tree. While in this state, it effectively is under the petrified condition, but is vulnerable to fire and slashing damage. If it succeeds, it shakes the effects off.

Before the transformation is complete, the target can be cured by a remove curse, once the transformation is complete, the target can only be cured by a [Tooltip Not Found] spell or similar magic.

Description

Elder shamans are the leaders of the wild-elven tribe that dwells in the forest of Erynmor. They are wood-elves of great age and wisdom, able to cast powerful druidic magic that was bestowed upon them by the forest, and able to unleash nature's wrath upon those who trespass. Elder shamans are highly honored amongst the wild elves of Erynmor, and their word is considered to be law - some even view them as aequivalents to aspects of their patron, the forest. They semi-regularly gather in meetings, performing ancient rituals to communicate with the forest itself and to channel their magic - rumors suggest they might be keeping ancient secrets of the wild-elven tribe that should not be known by anyone other than the elder shamans themselves.

Forest of Erynmor. The forest of Erynmor, known as the "dark forest" in common, is an ancient, primeval forest located at the base of the great mountains. Trees growing in gnarly and grotesque shapes are found here and many wild animals, some more dangerous than others. The forest of Erynmor is so old, some myths say it has been there since the very beginning of the world and attribute mystical powers to the forest - what for sure can be said is that many of the trees in that forest actually are alive and sentient, they are ents.

Navigating through the thick undergrowth, with all the dangers looming there and in the branches of the trees above, is almost impossible, even with the aid of magic - except for those who call this forest their home and probably are, in some way, the forest's most dangerous inhabitants: the feral elves of Erynmor.

Feral Elves. An ancient tribe of wood-elves is living deep within the Forest of Erynmor - but these elves are different from what today usually is imagined when someone talks about wood-elves. These elves are feral beings with a simple, shamanistic culture, living in natural caves and simple, wooden huts and treehouses, small creeks and a river flowing through the forest provide water, and they eat whatever they can hunt and whatever fruits the forest provides - they live in harmony with nature, with animals and ents being their friends.

The elves of Erynmor, feral and far away from any civilication, are skilled hunters, and despite the simplicity of their gear, crudely crafted from ressources provided by the forest, like fur, leather, bones and wood, they are fearsome warriors. Vigilantly - and lethally - defending their home against anyone from the "outside" as they refer to the rest of the world, in an effort to protect the forest from any potential danger, the feral elves became known as a hostile and unwelcoming folk, with most adventurers avoiding the forest entirely in fear of getting pierced by a wooden arrow or slashed by a sword made of sharpened bone.

Wild Hunters. The hunt is more than just a necessity for survival for the elves of Erynmor. The hunt itself is a sacred ritual for them, a challenge to prove their strength, dexterity and combat capabilites, a challenge to satisfy the gods they believe in and their way to offer sacrifices. They believe in an afterlife in the happy hunting grounds, but only those who were successful hunters during their lifetime and obeyed the tenets of the hunt are allowed to enter this afterlife. The most important tenets of the hunt are:

  • Slay with Purpose. A hunter does not slaughter for sport. They only slay with a good reason. The hunt is a challenge to survive, not a challenge for enjoyment.
  • Strike swiftly and deadly. A hunter doesn't let their prey suffer. They wait for the right moment and then strike swiftly with deadly precision and ferocity.
  • Don't let your Prey run. Failure is not an option. Even if a hunter fails to slay their prey on the first try, they don't give up. They chase it down, until they can strike it again.
  • Scavenge your Prey. A hunter scavenges their slain prey. Regardless of what it was before, the slain prey now provides nourishment and useful materials that must not go to waste.

Druidic Traditions. The wood-elves of Erynmor are deeply connected to their forest and innately able to communicate with animals, plants, even with the forest itself as if it was one ancient, powerful entity. Most of them learn to wield druidic magic or otherwise are able to channel the aspects of nature - some bonded with a particular animal to hunt together, others embraced totem spirits of wild animals to become ferocious, strong and tough, some become able to channel nature's wrath by performing a ritual-like sacred oath to guard the forest, and others received a blessing from the forest itself in one way or another.

And a few of them are blessed with a different kind of magic, magic that is not druidic, but more likely some kind of blood magic, that allows them to turn into great beasts at will - likely a primeval form of lycanthropy. These elves are known as the legendary Beasts of Erynmor.

The Beasts of Erynmor. In the veins of some of these elves, the blood of wild beasts flows. Similar to typical were-creatures, these wood-elves, usually mighty warriors and wild hunters, are able to change shape into a great, ferocious beast; however, they are actually unable to change into a hybrid form. Their bite attacks don't spread any kind of lycanthropy, instead they are deadly weapons employed in combat and for the hunt.

There are tales of wars between the elves of Erynmor and orcish warbands trying to  conquer the land or dwarvish troops trying to claim the treasures beneath the mountain that looms over the forest, which were ended when these huge beasts, all in a sudden, appeared from the woodlands behind, jumped over the elven frontlines and wreaked havoc, pounced, ripped, slashed and bit, unstoppable and unable to be harmed, shrugging off all the arrows and spears launched at them and all the axes cleaving into them. 

Regardless of whether these tales are true, these beast-elves are truly terrifying and absolutely a force to be reckoned with - and make silvered weapons absolutely mandatory for anyone who wants to have a chance in combat against the wood-elves of Erynmor.

Lair and Lair Actions

Their connection to the forest allows wood-elves of Erynmor to rely on Nature's aid in combat. It almost is as if the forest itself can sense when its in habitants are in dire need. If at least three wood-elves of Erynmor are fighting together, they can, at initiative order 20, losing initiative ties, take one of the following lair actions, provided they are within 60 feet of each other and in the forest of Erynmor:

  • March of the Trees. Using their magic and connection to the forest, the elves awaken 1d4 treants within 60 feet of them. These treants act on their own turn in initiative, obey the commands given by the elves and disappear after 1 hour.
  • Forest's Wrath. The elves target a point ton the ground they can see. Within a 20-feet radius centered on that point, mighty roots shoot up, wrapping themselves around any creatures of the elves' choice in that area. Each creature in that area must make a DC 20 Strength saving throw or be restrained. A creature restrained in that way is unable to breathe and takes 19 (4d8) bludgeoning damage at the start of each of its turns. It can use an action to attempt a DC 20 Strength check to escape. The roots last for 1 minute or until this lair action is taken again.
  • Natural Restoration. Up to six creatures of the elves' choice that are within 60 feet of at least one of the elves are purified by the forest's primeval magic. They regain 30 HP and are cured of any disease, poison or curse and any effect that causes them to be petrified.
  • Primeval Ward. Up to six creatures of the elves' choice that are within 60 feet of at least one of the elves are warded by the forest's primeval magic. Until initiative order 20 on the next round, they gain resistance to acid, cold, fire, lightning and thunder damage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/2/2022 10:56:05 PM
4
0
--
Coming Soon
2/2/2022 11:03:34 PM
4
0
--
Coming Soon
2/27/2022 11:33:29 PM
6
0
--
Coming Soon
7/3/2022 6:30:18 PM
92
1
--
Coming Soon

Habitat: Forest

Semako

Comments

Posts Quoted:
Reply
Clear All Quotes