Aura of Verdant Truth. (Angel Trait) At the start of each of the Gardener's turns, each creature within 120 feet of it that is hostile to the Gardener takes 10 (3d6) radiant damage and must succeed on a DC 19 Charisma saving throw or be unable to speak a deliberate lie until the start of the Gardener's next turn. This aura also illuminates and dispels magical darkness, invisibility, and illusions within the same range. Fiends, Undead, and all non-Good-Aligned Characters cannot target or hit the Gardener with an attack or spell. Constructs and other Angels ignore this effect.
Cosmic Flora. The Gardener is surrounded by spectral, shifting flora. When the Gardener takes damage, it can choose to reduce the damage by 10. If it does so, one hostile creature within 30 feet must succeed on a DC 19 Dexterity saving throw or be grappled by thorny vines (escape DC 19) and take 7 (2d6) piercing damage at the start of its turns. This effect lasts until the grapple ends.
Fey Regeneration. The Gardener regains 30 (6 x 5) hit points at the start of its turn. It can reattach severed limbs or even its head if it has them nearby.
Immutable Form. The Gardener is immune to any spell or effect that would alter its form.
Immunity to Imprisonment. The Gardener cannot be sealed away or trapped through non-magical or magical barriers, or even imprisoned by the imprisonment spell.
Innate Spellcasting. The Gardener's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: entangle, speak with animals, thorn whip, druidcraft
3/day each: blight, conjure animals, dispel magic, plant growth
1/day each: commune with nature, control weather, heroes' feast, wall of thorns
Long Lives. The Gardener ages at a drastically slower rate. For every 10 years that pass, it ages only 1 year.
Magic Resistance. The Gardener has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Gardener's weapon attacks are magical.
Stellar Revelation. As a bonus action, the Gardener can cause constellations to briefly swirl around one creature it can see within 60 feet. The target must succeed on a DC 19 Wisdom saving throw or be charmed or frightened (Gardener's choice) until the end of its next turn.
Multiattack. The Gardener makes two attacks.
Glimmering Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 14 (4d6) radiant damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Celestial Seed. Ranged Spell Attack: +13 to hit, range 90 ft., one target. Hit: 18 (3d8 + 5) radiant damage. If the target is a creature, a magical seed attaches to it. At the start of the target's next turn, the seed blossoms, causing a 10-foot radius burst of vibrant light and primal energy. Each creature in the burst (including the target) must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) force damage and be blinded until the end of its next turn.
Cosmic Embrace (Recharge 5-6). The Gardener chooses up to two creatures it can see within 60 feet. Each target must succeed on a DC 19 Wisdom saving throw or be bathed in a shimmering aura of cosmic light and blooming flora. A creature bathed in this aura has its speed reduced by half, takes 10 (3d6) psychic damage at the start of its turn, and has disadvantage on attack rolls for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stellar Revelation. The Gardener causes constellations to briefly swirl around one creature it can see within 60 feet. The target must succeed on a DC 19 Wisdom saving throw or be charmed or frightened (Gardener's choice) until the end of its next turn.
Planetary Shift. The Gardener touches the celestial globe it carries, moving itself and up to one willing creature within 5 feet to an unoccupied space it can see within 60 feet.
Wild Resilience. When the Gardener or a creature within 30 feet that it can see fails a saving throw, the Gardener can use its reaction to cause a burst of nature's life force to protect the target. The target rerolls the saving throw and must use the new result.
Description
The Gardener's Role in the Angelic Empire
The Celestial Gardener of the Cosmos is a crucial entity that embodies the Angelic Empire's ultimate success: turning a desolate, icy expanse into a thriving, holy nation.
A Divine Steward of Abundance
The Gardener’s abilities directly explain several "miracles" described in the Arctic lore:
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Climate Control & Abundance: The lore states that angelic blessings subtly influence weather and ensure productive harvests in magically protected farms. The Gardener, with its control over cosmic and natural forces (as seen in its Celestial Seed and Cosmic Embrace), is likely one of the primary angels responsible for this feat. It uses its power to cultivate crops that normally struggle in the Arctic climate, often in the large, Heated, Light-Infused Greenhouses/Domes.
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Source of Life: Its profound connection to nature, combined with its celestial power, makes it an ideal guardian of the new, blessed life forms. The appearance of Pegasus and Unicorns in the purer expanses, and the abundance of Water, Wind, and Ice Elementals (all of whom are drawn to purity), would be under the benevolent protection and supervision of the Gardener.
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Purity and Sustenance: The Gardener ensures that all food is inherently pure and untouched by decay or blight. Its cosmic influence extends the Hallow effect , making certain areas resilient enough for Miraculously Fertilized Open Fields.
It is tasked with overseeing the entire continent's food and resource allocation, serving as the ultimate overseer of all agriculture, healthcare, and infrastructure maintenance related to sustaining life.
Lair and Lair Actions
Portable Domain: Heart of the Verdant Cosmos
This is the ultimate expression of the Arctic's transformed state.
Regional Effects
The region within 6 miles of a Celestial Gardener of the Cosmos is blessed and transformed by its presence, manifesting the ultimate goal of the Angelic Empire.
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Arctic Abundance. Within this domain, temperatures are miraculously regulated to sustain life. No creature suffers from the effects of extreme cold, and food crops planted here (even those unsuited to the Arctic) grow to full maturity in one-third the normal time. Furthermore, all nonmagical water sources become Holy Water, identical to the pervasive sanctity of the Empire's main lands.
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Harmonious Flora and Fauna. All plants within the domain are permanently healthy and vibrant, regardless of the season. Creatures that are Celestial, Fey, or Plant gain a deep spiritual sense of the most direct route to the Gardener if they wish to find it.
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Expulsion of the Profane. The pervasive sanctity prevents creatures of the Fiend or Undead type from being summoned, created, or resurrecting within the domain. If such a creature enters the domain, it has disadvantage on all attack rolls and saving throws.
If the Gardener dies, these effects fade over 1d4 days.
Lair Actions
On initiative count 20 (losing initiative ties), the Gardener can take one lair action, provided it isn’t incapacitated.
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Cosmic Growth. The Gardener targets a 20-foot radius area on the ground within 120 feet. Spectral, star-dusted vines and flowers erupt from the earth. The area becomes difficult terrain until the next initiative count 20. Any hostile creature that starts its turn in the area must succeed on a DC 17 Strength saving throw or be restrained until the effect ends.
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Elemental Blessing. The Gardener calls upon the elemental spirits of the blessed land. It targets up to two friendly creatures within 60 feet. Each target regains 20 hit points, and its next attack roll is made with advantage.
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Celestial Ward. The Gardener projects a shimmering, protective dome of holy light in a 10-foot radius centered on itself. The dome grants three-quarters cover to all creatures inside it until initiative count 20 on the next round. Any hostile creature that enters the dome for the first time on a turn takes 10 (3d6) radiant damage.
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