Huge Plant, Neutral Good
Armor Class 18 (natural armor)
Hit Points 189 (18d20)
Speed 0 ft.
STR
20 (+5)
DEX
1 (-5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +10, CON +10, INT +10, WIS +10, CHA +10
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Tremorsense 120 ft., Truesight 120 ft., Passive Perception 15
Languages Celestial, Druidic, Primordial, Sylvan, Telepathy 120 ft. but can't speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Chlorophyllic Regeneration. Alavaere regains 2d10 Hit Points at the beginning of its turn if it is in direct sunlight.

Innate Spellcasting. Alavaere can cast the following spells at will with no components. Its spellcasting ability is Wisdom.

druidcraft, speak with animals, speak with plants.

Actions

Multiattack. Alavaere makes three attacks, which may be any combination of the attacks below.

Grasping Root. Melee Weapon Attack: +10 to hit, reach 90 ft., one target. Hit: 11 (3d6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Alavaere has eight roots, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Alavaere is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Ray of Radiance. Alavaere magically creates a beam of radiant energy which can strike a target Alavaere can see within 120 feet of it. A target must make a DC 18 Dexterity saving throw, taking 14 (2d10 + 3) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Alavaere 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. Alavaere regains spent legendary actions at the start of its turn.

Release Pollenwogs. Alavaere shakes its canopy, releasing three Pollenwogs within 30 ft of itself. Pollenwogs are 8 inch tall and long seedpods tangled in plant growth that have four vines sprouting out like legs. Pollenwogs have 8 HP, a speed of 45 ft, and, when they die or detonate, release toxic spores in a 5 ft radius, dealing  (1d6) Poison damage. They seek the nearest hostile to Alavaere and explode when in range of a target. They move only when Alavaere directs them as a Legendary Action, but explode whenever a target is in range. Only six Pollenwogs can be summoned at any one time.

Command Pollenwogs. Alavaere causes each remaining Pollenwog to move or detonate.

Description

At the close of the Age of Arcanum, when alliances between the gods were being forged and the deities found it necessary to appease one another with gifts, The Dawnfather fashioned with The Wildmother, a great tree. This tree was bathed in the pure sunbeams of The Everlight, and watered with pure and exotic waters and tonics. It was planted in the courtyard of The Platinum Dragon's palace, at the peak of Mount Celestia. Here, it bloomed and was blessed by many visiting gods for its beauty and the fruit it bore. Many offerings of fruit, vegetables, and other edible plants were brought to the tree, which consumed these offerings, and used them to further perfect its fruit.

When a promising young queen of a mortal kingdom befriended a goddess, the goddess sought a cutting of the tree as a fitting gift to that queen. This cutting was brought to the queen's palace, where she planted and cared for it, marvelling at the purplish-black birds that alighted in its branches. She named it Alavaere, not only for its ability to heal, but for its beauty, which is said to please even Death, prompting the reaper return another day. After a time, and with the queen's departure from the material plane, Alavaere found itself transported to a new place and neglected. Here, its power and growth went unchecked, and it grows ever continuously, searching for any who might show their worth by defeating it, and so again its loyalty.

Alavare is an enormous tree about 90 ft tall and about 5 feet in diameter. It resembles a massive Oak tree with large leaves that seem to be the shape of a maple, but deep wine red, golden, and bronze in color. It has thick brown bark and a central cavity in its front, from which a large wooden structure hangs, resembling a glowing beehive carved from wood and amber. This heart secretes a sweet honey called Alavaere nectar that collects in the basin just below the heart.

So too, can Alavaere create its fruit, which holds healing and stomach filling properties.

Alavaere is patient, fiercely loyal, and longs for the days when it might again be a symbol of a noble house, drawing many from far and wide to serve its masters and heal the weak and injured.

Lair and Lair Actions

Alavaere’s Lair

Alavaere lives in an area of plentiful Sunlight and typically overgrows and assimilates all other plant life into itself. It prefers to grow upon an island hill in the center of a small pond, from where it is relatively secluded from the outside world.

Lair Actions

On initiative count 20 (losing initiative ties), Alavaere takes a lair action to cause one of the following magical effects:

  • A tangled mass of roots, vines, and branches rise up and impede opponent's movement. The ground within 15 feet of Alavaere becomes difficult terrain.
  • A dense fog cloud appears within 120 ft of Alavaere, as if the spell fog cloud had been cast at 1st level.
  • Twig Blight or a Vine Blight emerges from the ground within 120 ft of Alavaere. They obey Alavaere's commands and try to defend it. They take initiative 10, losing ties. Only one of each Blight may be summoned this way at any one time.

Regional Effects

The region containing Alavaere's lair is changed by the tree's presence, creating the following magical effects:

  • Alavaere can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.Though it prefers dense fogs.
  • Twig Blights and Vine Blights appear within 6 miles of the lair. These blights can’t leave the area and have Intelligence and Charisma scores of 1 (−5). Both creatures are instead of Unaligned alignment, but respond to Alavaere's authority.
  • Beasts and Plant creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Alavaere and aggressive toward intruders in the area.

When Alavaere dies, all of these regional effects fade immediately.

Monster Tags: plant

Habitat: CoastalForestGrasslandHillSwamp

TheFantasticMrFoxe

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