Huge Fey (Archfey), Neutral
AC 17    Initiative +11 (21)
HP 276 (24d12 + 120)
Speed 10 ft.
Mod Save
STR 23 +6 +6
DEX 8 -1 -1
CON 21 +5 +5
Mod Save
INT 14 +2 +8
WIS 21 +5 +11
CHA 18 +4 +4
Skills Nature +14, Perception +17, Persuasion +10, Stealth +5
Resistances Bludgeoning, Cold, Piercing
Senses Darkvision 60 ft., Tremorsense 600 ft., Passive Perception 27
Languages Druidic, Elvish, Primordial, Sylvan
CR 18 (XP 20,000, or 22,000 in lair; PB +6)
Traits

Deep Roots. The voice of the forest cannot leave its domain by any means including teleportation. If destroyed, it regrows with all its Hit Points in a living tree in its domain at a time chosen by the DM within 1 year (such as the onset of spring).

Legendary Resistance (3/Day, or 4/Day in Lair). If the voice fails a saving throw, it can choose to succeed instead.

Magic Resistance. The voice has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The voice makes three Branch attacks and uses Needle Deluge if available.

Branch. Melee Attack Roll: +12, reach 30 ft. Hit: 16 (3d6 + 6) Bludgeoning damage, and if the target is Large or smaller it is pulled up to 30 feet toward the voice and has the Grappled condition (escape DC 20).

Needle Deluge (Recharge 4-6). Dexterity Saving throw: DC 19, each creature in a 20-foot radius, 40-foot-high Cylinder originating from a point within 600 feet of the voice. Failure: 36 (8d8) Piercing damage. Success: Half damage.

Spellcasting. The voice casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 19):

At Will: Goodberry, Identify, Plant Growth, Suggestion
2/Day Each: Contagion, Cure Wounds (level 3 version), Dispel Magic
1/Day Each: Earthquake, Lignify (target becomes wood), Greater Restoration, Wall of Thorns

Bonus Actions

Tree Stride. If within 5 feet of a tree, the voice teleports to an unoccupied space within 5 feet of a second tree that is within 600 feet of the previous tree. The voice may choose to allow other creatures within 5 feet of it to teleport with it to a space within 5 feet of its destination. Alternatively, the voice melds into the tree.

Bark Blessing (3/Day). The voice casts Barkskin, Lesser Restoration, or Protection from Poison on a creature or plant within 30 feet of it.

Reactions

Fiery Regrowth. Trigger: The voice, a Plant creature, or an ordinary plant within 600 feet of it takes Fire or Lightning damage. Response: That creature or plant regains 40 Hit Points and ceases burning.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the voice can expend a use to take one of the following actions. The voice regains all expended uses at the start of each of its turns.

Command Trees. The voice commands an allied Plant creature within 60 feet to use its Reaction to move up to half its Speed and make a melee or ranged attack. If none are within range, the voice casts Awaken on a tree (creating an Awakened Tree) or other eligible plant within 60 feet.

Sylvan Step. The voice teleports using its Tree Stride.

Pollen Burst. Constitution Saving Throw: DC 19, each creature in a 20-foot-radius Sphere centered on a point within 60 feet of the voice. Failure: 10 (3d6) Poison damage, the target has the Poisoned condition until the start of the voice's next turn, and has Disadvantage on Perception checks that rely on sight, smell, or taste for 1 minute. Success: Half damage only. Failure or Success: The voice can't take this action again until the start of its next turn, and the DM sneezes.

Description

Perennial Forest Sovereign

The voice of the forest is an archfey that embodies the will of the forest ecosystem it inhabits. It has long-ranging senses that inform it of the goings-on throughout its domain, and lives for as long as there are growing plants in its home. Over its long life a voice of the forest becomes intimately familiar with every part of its home, from the water that flows below its roots to the clouds that pass above the canopy. The voice of the forest is unable to leave its home, and so has limited knowledge of happenings outside its territory.

A voice can be a powerful stabilizing force in a region, using natural magic to regulate the weather, cure disease, and mitigate wildfires. Other beings that dwell in their sylvan realms are safe from outside threats and can seek guidance from their ageless guardian. The health of the voice reflects the health of the forest; a virulent curse on the voice could cause an infestation of blights, whereas the voice of a healthy forest in the throes of spring is lively and jubilant.

The form the voice takes is unique to the particular forest they embody - most often bestial, humanoid, or some combination thereof. They grow large bodies composed of plant matter and move primarily using an extensive root network. It may be inaccurate to say the voice is located in one particular place, as their essence and awareness is dispersed throughout their domain. A voice can begin its life as another kind of creature entirely (such as a dryad or myconid) and bear vestigial resemblance to their former self.

1d12 The Voice of the forest is...
1 A weeping willow tree carved with the face of a kindly grandmother.
2 A dizzyingly tall praying mantis that silently patrols its bamboo forest.
3 An irritable rose-headed keeper of an isolated sky garden.
4 A hideous witch who dwells in a hollow tree bearing miraculous gold fruit.
5 A lively mountain pine woman that incites vicious turkeys and brambles.
6 A humongous fruiting body of a vast underground network of fungi.
7 A sanctimonious redwood patriarch of a clan of wood elves.
8 A ponderous honeybee fairy who coordinates her daughters via smells.
9 A tangled mass of vines and roots dripping with viscous, black fluid.
10 An anthropoid cactus that brews a uniquely potent drink from its sap.
11 An ambling tortoise with a garden of azalea trees growing from its shell.
12 An evergreen grizzly bear that prowls a snowy taiga bathed in aurora.

Lair and Lair Actions

The voice of the forest's lair is the heart of its domain, such as a wood henge, secret glade, or hollow tree. A voice of a large domain may have more than one lair within it.

The region containing a voice's lair is changed by its presence, creating the following magical effects:

  • Arboreal Awareness. The voice of the forest has partial awareness of everything in their domain. They can cast Locate Animals or Plants and Commune with Nature at will, except the range limit extends to the size of their territory (rather than 3 or 5 miles).

  • Forest Friendship. The voice of the forest has a strong influence on Beasts and Plants in its territory. It can communicate with them as though they shared a language and can cast Animal Friendship, Beast Sense, or Animal Messenger targeting any Beast living in its domain, regardless of distance.

  • Hospitable Weather. The voice of the forest can cast Control Weather. They may do so to ensure proper rainfall, mitigate wildfires, or keep out intruders.

Previous Versions

Name Date Modified Views Adds Version Actions
6/4/2025 2:22:02 PM
25
1
1
Coming Soon

Habitat: ForestPlanar (Beastlands)Planar (Feywild)Planar (Shadowfell)

Treasure:  Any

Pholcidae

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