Legendary Resistance (3/day). If Luvoth fails a saving throw, he instead succeeds.
Protection of the Forest. Luvoth has advantage on saves regarding magic, Perception checks, and Survival Checks.
Lightning Absorption. Whenever Luvoth is subject to Lightning damage, he takes none and instead heals the amount taken.
Amalgam. Luvoth registers as Plant, Fey, and Undead.
Undead Aura. Any living creature who ends it's turn within 5ft of Luvoth in this form takes 5 (1d8) necrotic damage.
Standing Leap. Luvoth’s long jump is up to 60 feet and its high jump is up to 40 feet, with or without a running start.
Wild Frenzy. Luvoth has advantage on checks to get out of grapples or restraints. Additionally, opportunity attacks against Luvoth in this form have disadvantage.
Goring Charge. If Luvoth moves at least 20 ft. before attacking with his antlers the creature takes an extra 13 (2d12) damage and must succeed a DC 15 Dexterity saving throw or be impaled upon the antlers. While Impaled, the creature is considered grappled. A creature can spend it's entire movement to remove itself from the antlers.
Multiattack. Luvoth makes an antler attack and a kick attack.
Antler. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 18 (2d12 + 5) piercing damage plus 5 (1d8) poison damage and make a DC 17 Constitution save or become poisoned. A creature affected this way can make a save at the end of its turn, ending the effect on a success.
Kick. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 13 (2d8 + 5) bludgeoning damage. If the target is Large or smaller it must succeed on a DC 16 Strength Check or be pushed 20 ft. away from Luvoth.
As the Guardian of the Heartwood, Luvoth is granted some extra actions in this form. He has 3 Legendary actions in this form and can choose from the options below:
Quick Feet (1 action). Luvoth can move up to half his movement.
Kick (1 action). Luvoth makes a Kick attack.
Guardian's Rut (2 Actions). Luvoth lets out a baleful rut, each creature within 60 ft of Luvoth that can hear the rut, must make a DC 17 Wisdom Saving throw or be frightened for 1 minute. Additionally if the creature fails the save by 5 or more, they are also stunned until the end of their next turn. A frightened creature can repeat the save at the end of it's turn, ending the affect on a success.
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