Large Humanoid, Any Neutral Alignment
Armor Class 35 (Dex + Wis)
Hit Points 1550 (100d10 + 1000)
Speed 240 ft., Climb 240 ft., Fly 240 ft., Swim 240 ft., Walk 240 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Skills Acrobatics +45, Animal Handling +99, Arcana +40, Athletics +40, History +40, Insight +50, Investigation +40, Medicine +99, Nature +99, Perception +99, Survival +99
Damage Resistances Force, Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Cold, Fire, Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight (limitless), Darkvision (limitless), Tremorsense (limitless), Truesight 1200 ft., Passive Perception 60
Languages All, Telepathy (limitless)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Æviternal. Any damage, condition, or status inflicted by Aradia ignores immunities and instead treats immunity as resistance. Creatures with condition immunities are instead given advantage on saving throws. Additionally, a condition imposed onto a creature by Aradia’s weapons (besides grappled & prone) can only be cured by a 9th level spell, by an artifact, or by Aradia herself. 

Elemental Absorption. Aradia takes no damage from earth, air, water, fire, lightning, or thunder, and is instead healed equal to the damage taken or given temporary hit points if she is at full hit points. There is no limit to the amount of temporary hit points gained this way.

Elemental Regeneration. Aradia is rejuvenated by the elements in her surroundings. Aradia regains 66 (12d10) hit points if she is within 120 feet of any element at the start of her turn. If there isn’t any earth, air, water, fire, lightning, or thunder within range, this trait does not function. 

Elemental Weaponry. Aradia’s weapon attacks are magical and count as artifacts.

Essence of Life. If Aradia takes at least 30 points of damage from an attack, her blood will transform into a random natural creature of CR 30 or lower.

Laws of Nature. Aradia is unaffected by time & gravity, and any magic related to these concepts, unless she wishes to be. Additionally, Aradia can alter her form into any natural creature she wishes, this alteration is not magical. In an altered form, Aradia can choose to retain any statistic or capability from her previous form, otherwise they are altered by those of the new form.

Staff of Purity (Spellcasting). Aradia’s spellcasting ability is Wisdom (spell save DC 58, +50 to hit with spell attacks). Aradia can cast the following spells at the highest possible level:

At will: All 8th level spells or lower, requiring no components.

12/day each: All 9th level spellsrequiring no material or verbal components.

9/day each: All 10th level spells, requiring 12 seconds of concentration and no material components.

6/day each: All 11th level spells, requiring 12 minutes of concentration and no material components.

3/day each: All 12th level spells, requiring 12 hours of concentration and no material components.

Magic Resistance. Aradia has advantage on saving throws against spells and other magical effects. She is also unaffected by spells of 8th level or lower, unless she wishes to be. Additionally, she can deny the effects of the wish spell if it directly affects her.

Mother Nature. Aradia can perceive something (using all of her senses) if it’s within proximity to either earth, air, water, fire, lightning, and/or thunder, as well as travel to any location with these elements present. There is no limit to this ability and gods/deities cannot disrupt, deny, or protect against this perception and travel.

Old Blood. Aradia has an ability score of 40 Dexterity and 50 Wisdom (+15 and +20 modifiers respectively) and a proficiency bonus of +30. Being proficient in all saving throws, they are as follows: STR +40, DEX +45, CON +40, INT +40, WIS +50, CHA +40. Additionally, her CR is 100 and gives 12,000,000 XP upon defeat.

Purity of the Crucible. Aradia has 3 actions, 3 bonus actions, and 3 reactions per turn as well as being able to concentrate on 3 spells at a time.

Queen of the Crucible. Aradia can choose to transform into one of her Spirits of the Crucible: Great-Ent of Life, Leviathan of the End, The Sunset Dragon, Serpents of Poison, Rot, and Decay, and Sempiternal of Spirit. In a new form, Aradia retains her alignment and ability to speak. Her statistics and capabilities are otherwise replaced by those of the new form. If a spirit is reduced to 0 hit points, Aradia reverts back to her true form with the original amount of hit points she had before transforming. After a spirit is killed, Aradia will need to complete a long rest to regain it.

Third Eye (Mythic Trait; Recharges after a Long Rest). If Aradia would be reduced to 0 hit points, she does not fall unconscious or die, instead her current hit point total resets to 2500 hit points, she regains any expended uses of Legendary Resistance and regains any previously defeated transformations. Additionally, Aradia can now use the options in the “Mythic Actions” section for 13 hours. Award a party an additional 13,000,000 XP (25,000,000 XP total) for defeating Aradia after her Third Eye activates.

Twelve Senses (Legendary Resistance) (12/day). If Aradia fails a saving throw related to sight, hearing, smell, taste, touch, mind, earth, air, water, fire, lightning, or thunder, she can choose to succeed instead.

Actions

Dancer of the Nine (Multiattack). Aradia can use her Aura of Neutrality. She then makes six attacks with any combination of her weapons, including one or two 8th level spells or lower. A multiattack costs 2 actions and 2 bonus actions.

Aura of Neutrality. Each creature of Aradia’s choice that is within 120 feet of her must succeed a DC 58 Wisdom saving throw or become charmed for 12 minutes. A creature can repeat the saving throw every time Aradia deals damage to it, ending the effect on itself on a success. If a creature’s saving throw is successful, the creature is immune to Aradia’s Aura of Neutrality for the next 12 hours.

Dancing Blades of the Gentle Zephyr. Melee Weapon Attack: +49 to hit, reach 5 ft., one target. Hit: 26 (2d6 + 19) slashing damage. A current of air exudes from the blade. On a hit, the target must succeed a DC 58 Strength saving throw or be thrown 120 feet in any direction of Aradia’s choice, knocking them 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 58 Dexterity saving throw or take the same damage and be knocked prone.

Greataxe of the Greattree. Melee or Ranged Weapon Attack: +44 to hit, reach 5 ft., range 10/120 ft., one target. Hit: 27 (2d12 + 14) slashing damage. Wood, earth, and stone conform around every swing. All targets within a 15-foot-cone must succeed a DC 58 Strength saving throw or be petrified for 6 turns and take 55 (10d10) bludgeoning damage. On a successful save, the target takes half as much damage only. When making a ranged attack, the branch-like shaft of the axe extends to hit the target.

Greatsword of the Indomitable Storm. Melee Weapon Attack: +44 to hit, reach 10 ft., one target. Hit: 25 (2d10 + 14) slashing damage plus 27 (5d10) lightning damage plus 27 (5d10) thunder damage. A raging storm desperately awaits its’ destructive release. On a hit, the target must succeed a DC 58 Dexterity and a DC 58 Constitution saving throw or be blinded and deafened for 6 turns, respectively.

Scythe of Waters’ Fall. Melee Weapon Attack: +44 to hit, reach 10 ft., one target. Hit: 25 (2d10 + 14) slashing damage. A torrent of water rushes from the scythe. All targets within a 50-foot-long and 10-foot-wide line must make a DC 58 Strength saving throw or be knocked back 10 feet, falling prone and taking 55 (10d10) bludgeoning damage. On a successful save, the target takes half as much damage only.

Spear of the Tamed Flame. Melee Weapon Attack: +49 to hit, reach 10 ft., one target. Hit: 28 (2d8 + 19) piercing damage plus 45 (10d8) fire damage. A wave of flame bursts from the spear. All targets within a 30-foot-cone must make a DC 58 Dexterity saving throw or be lit on fire indefinitely, dealing 10 (4d4) fire damage per turn. The water from the Scythe of Waters’ Fall will remove this burning condition.

Elemental Travel. Aradia teleports, along with anything she is wearing or carrying, to a location that has earth, air, water, fire, lightning, or thunder within 120 feet of it.

Bonus Actions

Aegis of Twelve Senses. Melee Weapon Attack: +44 to hit, reach 5 ft., one target. Hit: 23 (2d8 + 14) bludgeoning damage. On a hit, the target must succeed a DC 48 Dexterity saving throw or be knocked prone as well as succeed a DC 58 Wisdom saving throw or receive one of these conditions after rolling a d4: frightened, paralyzed, stunned, or unconscious for 6 turns and take 45 (10d8) psychic damage. 

Dagger of the Hidden Sting. Melee Weapon Attack: +49 to hit, reach 5 ft., one target. Hit: 24 (2d4 + 19) piercing damage plus 10 (4d4) poison damage plus 10 (4d4) acid damage plus 10 (4d4) necrotic damage. Within the steel confines of this dagger lies a deadly concoction of poison, rot and decay. On a hit, the target must succeed a DC 58 Constitution saving throw or be poisoned indefinitely.

Spear of the Tamed Flame. Ranged Weapon Attack: +49 to hit, range 20/12,000 ft., one target. Hit: 28 (2d8 + 19) piercing damage plus 45 (10d8) fire damage. On a hit, the target must make a DC 58 Constitution saving throw or be lit on fire indefinitely, dealing 10 (4d4) fire damage per turn. The water from the Scythe of Waters’ Fall will remove this burning condition. After hitting a target, the spear will immediately emerge back in Aradia’s hands.

Reactions

Aegis of Twelve Senses. Aradia blocks any physical attack or absorbs any spell attack that directly hits her, completely nullifying all damage and negating any other effects. 

Riposte. When a creature misses Aradia with a weapon attack, she can use one of her weapons to make an attack against that creature.

Staff of Purity. When a creature misses Aradia with a ranged weapon attack or spell attack, she can cast one 8th level spell or lower against that creature.

Legendary Actions

Aradia can take 12 legendary actions, choosing from the options below. She can take only one legendary action at a time and only at the end of another creature’s turn. Aradia regains spent legendary actions at the start of her turn.

Attack. Aradia makes one weapon attack.

Elemental Travel. Aradia uses her Elemental Travel action.

Spellcasting. Aradia casts one spell at 8th level or lower. 

Lesser Spellcasting (Costs 2 Actions). Aradia casts one 9th level spell.

Greater Spellcasting (Costs 4 Actions). Aradia begins to cast one 10th level spell which requires concentration for 2 turns. After 2 turns, its effects will transpire.

Spirits of the Crucible (Costs 6 Actions). Aradia transforms into one of her Spirit of the Crucible.

Purity (3/day) (Costs 12 Actions). Aradia uses the Staff of Purity to create a prismatic explosion. All targets within a 1200-foot radius must make a DC 58 saving throw, taking 132 (24d10) radiant damage plus 594 (12d10 x 9) acid, cold, fire, force, lightning, necrotic, poison, psychic, and thunder damage on a failed save, or half as much on a successful one. A target can choose any saving throw, if they are unable to choose they automatically fail. Aradia cannot use this option after activating her mythic trait.

Mythic Actions

If Aradia’s Third Eye trait has activated in the last 13 hours, she can use the options below as legendary actions.

Ray of Disintegration. Aradia’s Third Eye fires a red ray towards one target, dealing 71 (13d10) force damage. The target is disintegrated if this damage leaves it with 0 hit points.

Ray of Soul Sundering. Aradia’s Third Eye fires a purple ray towards one creature, that creature must succeed a DC 58 Wisdom saving throw or receive 71 (13d10) psychic damage. The creature’s soul is absorbed by Aradia if this damage leaves it with 0 hit points.

Ray of Madness (Costs 2 Actions). Aradia’s Third Eye fires a ray of indescribable colours towards one creature, that creature must succeed a DC 58 Wisdom saving throw or receive indefinite madness.

Ray of Exhaustion (Costs 3 Actions). Aradia’s Third Eye fires a sickly brown ray towards one creature, that creature must succeed a DC 58 Constitution saving throw or receive 1d6 levels of exhaustion.

Description

Aradia is more commonly known as Mother Nature, Mother Earth, the Goddess of Life, and all the other countless names given to her by various peoples in their own descriptions of the concept of “Mother Nature”.

The personifications she creates of herself are many and varied but is typically a beautiful womanly figure standing between 7-9 feet tall with long, perfectly white hair, glowing white eyes, and pale white skin. If Aradia were to transform into or out of her Spirits of the Crucible, she will automatically assume a 9 foot tall figure with greyish-green skin, glowing green eyes, white hair, and a head of horns resembling a crown. When appearing as a human, she stands at 6 feet tall with white hair, white irises, and light brown skin. When wielding multiple weapons at once, the number of arms required to wield those weapons will appear on her body, like a Hindu deity.

No matter the form, she always has various markings all over her face and body which depict the weapons she wields and other iconography. Depending on the form, they are either a glowing white, glowing green, or black colour. Sometimes it seems as though the markings drift on and off her body like a light breeze, you can even see them move through the clothing that Aradia wears.

Lair and Lair Actions

Mother Nature

Aradia is Mother Nature and Mother Nature is the reason why balance, change, elements, fertility, life, neutrality, time, wisdom, and the laws of nature exists, and continue to exist. Therefore, everything that is within this scope is considered her “lair”.

Lair Actions

On initiative count 20 (losing initiative ties), Aradia can take a lair action to cause one of the following effects; Aradia cannot use the same effect two rounds in a row:

  • Tornado. Aradia creates a whirling tornado that is 70 feet wide and 1800 feet tall. Every round it moves 90 foot in a random direction. Each creature in its path must make a DC 25 Strength saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and 5d6 slashing damage, is lifted 120 feet into the tornado and is thrown out in a random direction, landing prone. On a success, a creature takes half damage and is not lifted in the tornado. A tornado lasts 5 minutes.
  • Thunderstorm. Aradia creates a heavy downpour with a light hailstone, accompanied by a fierce thunderstorm directly above her that throws powerful bolts of lightning down upon anyone underneath, friend and foe alike. For 15 minutes, at random, creatures and objects underneath this storm will be hit by two lightning bolts every round. A target must make a DC 20 Dexterity saving throw for each bolt taking 8d6 lightning damage, or half as much on a successful save. This storm is 15 miles wide and will cause flash floods in the affected area. 
  • Blizzard. Aradia creates a blizzard with 35 mph winds of snow for 3 hours. The area within 5 miles of Aradia becomes difficult terrain and is heavily obscured. Ranged weapon attacks are impossible here and maintaining concentration on spells requires a saving throw every round. Lastly, all creatures in this area must make a DC 20 Constitution or take 2d6 cold damage every round, unless protected by natural resistances, appropriate clothing, or shelter. After failing 3 saving throws in a row, a creature receives 1 level of exhaustion.
  • Volcano. Aradia creates a huge mountain which soon erupts into a raging volcano.
    After 3 turns the volcano erupts, causing all creatures within a mile of the volcano to take 2d6 thunder damage. Then, volcanic bombs of will scatter in a one mile radius. A creature in the path of these rocks must make a DC 20 Dexterity saving throw taking 5d6 bludgeoning damage on a failed save, or half as much on a successful one. At the same time pyroclastic flow tumbles down from the crater travelling 88 feet per second with a maximum distance of one cubic mile. All creatures in its path must make a DC 30 Dexterity saving throw taking 12d10 fire damage plus 5d6 bludgeoning damage on a failed save, or half as much on a successful save. Additionally, multiple streaks of lava flow will pour from the crater, all creatures and objects take 18d10 fire damage when submerged in this lava. 
    Over the next few days, volcanic ash will disperse across the sky and fall upon the land, polluting all nearby water sources and disrupting the ecosystem. A creature that inhales or consumes this ash must succeed a DC 10 Constitution saving throw or take 2d6 poison damage. 
  • Tsunami. Aradia calls forth the ocean or sea to flood a given area. A wave of water 50 to 300 miles long and 100 feet tall crashes against the earth, destroying and flooding everything in its path. All creatures within its path must make a DC 25 Strength saving throw, taking 10d10 bludgeoning damage plus 5d6 piercing damage plus 5d6 slashing damage on a failed save, or half as much on a successful save. Additionally, all creatures must succeed a DC 20 Dexterity saving throw every 5 turns or begin to drown in the tsunami. Unless a creature finds an appropriate platform to stay above water, these saving throws will occur continuously for 2d4 + 1 hours. If a creature makes 20 consecutive saving throws, regardless of whether they save or fail, they will receive 1 level of exhaustion.
  • Earthquake. Aradia calls for the earth to split before her. Five fissures akin to canyons, each 1 mile long, 500 feet wide and 1000 feet deep, will tear the earth apart in front of her. These fissures tear apart over the course of 6 rounds, all creatures underneath these fissures must succeed a DC 25 Dexterity saving throw every round or fall into the fissure. Moving with the fissure on a success.
    Additionally, all structures within a mile of any of these fissures will collapse. Any creature within distance from a collapsing structure equal to half the structure’s height makes a DC 20 Dexterity saving throw. On a failed save, the creature takes 10d6 Bludgeoning damage, has the prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.

Aradia is immune to any damage or conditions set by these actions and automatically succeeds all saving throws.

Regional Effects

The multiverse is founded upon the aforementioned concepts and they exist because Aradia willed them into existence. If her personification were to die, these concepts will cease to exist within the universe she died in. Meaning, all life forms, anything created from the elements, sensory input, sound, time, the law of causality, the law of gender and gestation, the law of polarity, and the law of rhythm, unravel from the fabric of the universe and are irreversibly erased. After 13d10 centuries, Aradia will create a new personification to inhabit and recreate the affected universe, like nothing ever happened - only deities that could feasibly survive this erasure would know of this event.

Previous Versions

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Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwater

NotoriouS_J_A_M_

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