Huge Elemental, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 370 (20d12 + 200)
Speed 40 ft.
STR
28 (+9)
DEX
12 (+1)
CON
30 (+10)
INT
7 (-2)
WIS
8 (-1)
CHA
7 (-2)
Saving Throws STR +15, CON +16
Skills Perception +3
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 21
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Keen Sight and Smell. Lumra has advantage on Wisdom (Perception) checks that rely on sight or smell.

Legendary Resistance (3/Day). If Lumra fails a saving throw, she can choose to succeed instead.

Warping Presence. The area within a 1-mile radius of Lumra is heavily obscured, as the forest around her constantly shifts and changes. Creatures within this area have disadvantage on Wisdom (Survival) checks to navigate and cannot reliably retrace their steps. Navigational spells, such as find the path automatically fail.

Actions

Multiattack. Lumra makes two attacks: one with her bite and one with her claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 9) piercing damage.

Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Bellow of the Woods (Recharge 5-6). Lumra releases a terrifying roar. Each creature within 120 feet of her that can hear the roar must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Lumra 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. Lumra regains spent legendary actions at the start of her turn.

Move. Lumra moves up to half her speed without provoking opportunity attacks.
Swat. Lumra makes one claw attack.
Forest Shift (Costs 2 Actions). Lumra shifts the forest within 60 feet of her. Each creature of Lumra's choice in this area must succeed on a DC 22 Dexterity saving throw or be moved 20 feet in a direction of her choice, taking 14 (4d6) bludgeoning damage as trees and roots forcefully reposition them.

Description

To the animalfolk of Bloomburrow, Lumra is enormous, the elemental bear's giant leaf-sprouting body towering above them. Lumra's eyes glow with green magic, pine cones, branches, and twigs sprout from her body, and her sharp teeth mark her fearsome muzzle. Long, sharp claws sprout from each paw, and the landscape warps around her. Wherever Lumra wanders, the forest swells immediately in her wake, causing trees to sprout and canopies to form overhead, generating a new, unrecognizable forest around herself with a mix of deciduous and coniferous trees. Lumra represents the feeling of getting lost in the woods, and she inspires fear among the animalfolk where she appears.
“They say that any who hears Lumra's roar is already lost. Forests engulf any land on which her voice tolls, boughs springing from nothing in seconds. Their canopies are too dense to pierce, their trunks towering and endless, impossible to scale. Sunlight is allowed no entry through the tangled, thorny overgrowths, and travelers are unable to find an exit. I wandered for weeks in her maze, past razed villages and lost souls. Sometimes, Lumra's thundering footfalls would quake the brush, and I would walk the opposite path. It's a miracle I escaped; all the others have wandered to their deaths. I suppose I got lucky! ”
—Flubs, the fool

Habitat: Forest

OptimusPride

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