Large Fey, Any Chaotic Alignment
Armor Class 19 (natural armor)
Hit Points 128 (11d10 + 33)
Speed 30 ft., Burrow 20 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Damage from Spells
Damage Immunities Cold
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Maddening Wilderness. When a creature starts its turn within 30 feet of the boreal gazer and is able to see the boreal gazer’s eyes, the boreal gazer can magically force it to make a DC 15 Charisma saving throw, unless the boreal gazer is incapacitated.

On a failed saving throw, the creature is charmed and can’t take reactions until the start of its next turn. Roll a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature gains the effects of temporary madness.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the boreal gazer until the start of its next turn, when it can avert its eyes again. If the creature looks at the boreal gazer in the meantime, it must immediately make the save.

Tunneler. The boreal gazer can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Magic Resistance. The boreal gazer has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The boreal gazer makes three attacks: two with its claws and one with its mandibles.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Shepherd's Call (Recharge 6). The boreal gazer let's loose a low and sorrowful note. Those that can hear it must make a DC 15 Constitution saving throw. If a creature is charmed by the boreal gazer, it automatically fails. The creature is turned into a tree. It can only be reversed by a wish spell or other powerful magic. The tree matures in 1d4 years and produces a special glowing fruit.

Legendary Actions

Burrow (Round 1). Burrows underground.

Smell of Roses (Round 2). The boreal gazer calls forth roots and vines to restrain an opponent. DC 15 Charisma saving throw or be restrained. Can repeat the saving throw at the end of the creature's turn.

Fey Touched (Round 3). A creature within 5 feet must make a DC 16 Dexterity saving throw or be charmed by the boreal gazer until it is incapacitated.

Description

The Boreal Gazer is a hulking monstrosity. It's bug-like head has two jagged pincers that stick out of it's mouth. It's back is covered in a large carapace that resembles tree bark with green moss and leafes sprouting from it. It's eyes are slit shaped with thick lids that cover it vertically. It's fingers are like giant spider's legs with nails that resemble antler horns. Leaves and moss sprout from it's outer body and cover it. A character might know the following on a successful history check.

DC 10: Past the sea of lillies and beyond the purple peaked mountains of the heartland lies a primal forest. It is said that the boreal gazer is local to these boreal forests.

DC 15: Some say the trees in the boreal forests are the oldest living things in the world. That the gods first act after creating the world was to plant these arch trees; trees to live for all eternity. Thus they are called the Everlasting Trees. Many fey believe that the trees can remember when the primal elves were born and thus the entrances to the boreal forests are protected to keep out those that wish to uncover its secrets.

DC 20: The name given by the arch trees to the Boreal Gazer is the Treesong Shepherd. Indeed, these trees were given language so that they could commune with one another. The gazers are known to produce a song that calms the trees and keeps them sleeping. The dwarves believe that when the ancient trees wake, it is the sign of ragnarök, the death of time. The Tel-Golas believe that the timber of the archaic trees is required to make ships that can sail across the Sea of Stars, and to the lost continent.

Habitat: Forest

ChampionStephen

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