Charge. If Heron moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Dexterity saving throw or be knocked prone.
Keen Senses. Heron has advantage on all Wisdom (Perception) checks that rely on sight, hearing or smell.
Legendary Resistance (5/Day). If Heron fails a saving throw, he can choose to succeed instead.
One with Nature. When Heron is slain, his body turns into roots which travel back into the roots of the Tree of Life where a new body for him is fashioned in 1d100 days. Heron's body appears anywhere within 60 miles of where Heron was slain. When the new body is complete, Heron regains all his hit points and becomes active again.
Primal Strikes. Heron's natural weapon attacks are magical. When he hits with a natural weapon it does an extra 16 (3d10) poison damage (included in the attack). This damage extends into his other forms.
Innate Spellcasting. Aspect of Heron's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Heron can cast the following spells, requiring no material components.
At will: primal savagery (at 17th level), spike growth, plant growth, shillelagh, alter self
3/day each: grasping vine, wrath of nature, transport via plants, wall of thorns, commune with nature
Speak with Beasts and Plants. Heron can communicate with beasts and plants as if they shared a language.
Multiattack. Aspect of Heron makes four attacks: one with his gore, one with his fist, one with his hooves, and one with his bite attack.
Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 16 (3d10) poison damage.
Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 16 (3d10) poison damage.
Hooves. Melee Weapon Attack: +16 to his, reach 10 feet., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 16 (3d10) poison damage, and the target must make a DC 24 Strength saving throw or be pushed back 10 feet.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 16 (3d10) poison damage and the target must make a DC 25 Constitution saving throw or be poisoned until the start of his next turn.
Change Shape. Heron magically polymorphs into a beast, dragon or elemental with a challenge rating of 16 or less, and can remain in this new form for up to a day. Heron can choose whether his equipment falls to the ground, melds with his new form, or is worn by the new form. Heron reverts to his true form by using a bonus action on his turn, if he dies or falls unconscious.
While in his new form, Heron retains his game statistics, ability to speak, ability to cast spells, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action, but his AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and he gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that he lacks.
Aspect of Heron 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. Aspect of Heron regains spent legendary actions at the start of its turn.
Attack. Heron makes one fist attack.
Charge (Costs 2 Actions). Heron moves up to his speed, then makes a gore attack.
Heal Self (Cost 3 Actions). Heron magically regains 35 (6d8 + 8) hit points.
Lair and Lair Actions
Lair Actions.
While Heron is in the Megalith Forest he can take lair actions as long as he isn't incapacitated.
On initiative count 20 (losing initiative ties), Heron can take one of the following lair action options, or forgo using any of them in that round:
- Heron causes as many beasts or plants that he can see within 30 feet of him to awaken, as if the awaken spell was cast on them. The magic lasts until Heron dies.
- Heron makes a magically sprouts four vines from the ground within 120 feet of him, attacking a creature as if it is the grasping vine spell. Heron doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.
- Until the next initiative count 20 Heron causes all beasts within 6 miles to become enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Regional Effects.
Heron's connection to nature warps the surroundings where he forms his lauer, causing the following magical effects to happen:
- All beasts within 3 miles in the forest serve as Heron's eyes and ears.
- All beast within 6 miles in Heron's forest are always in their giant variant, for example an ape becomes a giant ape.
- All plant-life within 6 miles in Heron's forest grows to be supernaturally fertile, yielding twice the amount of harvest, and to be twice as big.
If Heron dies, all of these region effects seace within 1d10 days.
Comments