Medium Celestial (Elf), Lawful Neutral
Armor Class 25 (natural armor)
Hit Points 540 (40d8 + 360)
Speed 50 ft., Climb 50 ft., Swim 50 ft., Fly 50 ft.
STR
26 (+8)
DEX
30 (+10)
CON
28 (+9)
INT
18 (+4)
WIS
30 (+10)
CHA
24 (+7)
Saving Throws CON +18, INT +13, WIS +19, CHA +16
Skills Intimidation +16, Perception +28, Persuasion +16, Stealth +19, Survival +28
Damage Resistances Necrotic, Radiant, Damage from Spells
Damage Immunities Poison; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Blindsight 120 ft., Truesight 120 ft., Passive Perception 38
Languages all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Ancient Magic. Arannawar's spells are always cast at 9th level and do not require components. Moreover, he does not need to maintain concentration on his spells.

Aura of Primordial Essence. Arannawar radiates an aura of vitality in a 60-foot Emanation that originates from him. The aura is filled with sunlight and any plants within the area flourish and flower. Creatures of Arannawar's choice within the Emanation cannot be frightened or charmed, are immune poison, disease and necrotic damage as well as resistant to all damage dealt by spells and magical effects.

In addition, whenever a creature of Arannawar's choice starts its turn within the Emanation, it regains 50 hit points.

Avatar of the Forest. Arannawar ignores difficult terrain made of magical or nonmagical plants or undergrowth and can attempt to hide even if he is only lightly obscured by rain, mist, leavage and other natural phenomena.

Legendary Resistance (3/Day). If Arannawar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Arannawar has advantage on all saving throws against spells and magical effects.

Natural Reincarnation. When Arannawar dies, his body disappears. For the next 1d10 days, the sun will not rise, animals will mourn, their tears feeding little silvery rinlets throughout the wildlands, and plants will wither and drop their leaves. As long as the forest of Erynmor hasn't been destroyed, after these days have passed, Arannawar emerges again with a new body, the mourning ends and the woodlands return to newfound beauty.

Tree Stride. Once per turn, when Arannawar moves, he can spend a total of 10 feet of his movement to enter a tree that and emerge from a different tree of the same kind that is within 500 feet of the first tree. Both trees must be of at least medium size and living.

Actions

Multiattack. Arannawar uses Spellcasting. He then makes three attacks with his Entangling Vines or Mystical Fire as well as one attack with his Bow of the Wild Hunt; alternatively, he uses Blaze of Rebirth if available.

Entangling Vines. Ranged Spell Attack: +19 to hit, range 90 ft., one target. Hit: 21 (6d6) slashing damage and the target must succeed on a DC 27 Strength saving throw or be moved up to 30 feet in a direction of Arannawar's choice and restrained by thorny vines. A restrained creature can spend its action to make a DC 20 Strength (Athletics) check to escape, although each time it fails the check, it takes 4d6 piercing damage as the thorns pierce deeper into its skin.

Mystical Fire. Ranged Spell Attack: +19 to hit, range 150 ft., one target. Hit: 27 (6d8) fire damage and the target cannot regain hit points until the end of its next turn. If a target dies from this attack, it dissolves into fine, fertile ash and plant saplings start to sprout from it at the start of Arannawar's next turn.

Bow of the Wild Hunt. Ranged Weapon Attack: +19 to hit, range 600 ft., one target. Hit: 14 (1d8+10) piercing damage plus 28 (8d6) necrotic damage. This attack ignores half and three-quarters cover. If the target is an aberration, a celestial, an elemental, a fey, a fiend, or an undead not native to this plane, it must succeed on a DC 27 Charisma saving throw or be sent back to its home plane.

Blaze of Rebirth (Recharge 5–6). Arannawar chooses a point within sight. Within a 60-foot radius centered on that point, he unleashes a blaze of mystical fire to burn away what is not supposed to be, allowing Nature to reclaim the ground that was taken from it. Each creature in the area must make a DC 27 Dexterity saving throw, taking 72 (16d8) fire damage on a failure or half as much on a success.

The blaze continues to rage until the start of Arannawar's next turn. Each creature that ends its turn in the affected area must make a Dexterity saving throw, taking  36 (8d8) fire damage on a failure or half as much on a success.

Objects in the area take the damage automatically. Objects destroyed and creatures killed by the flames dissolve into fine, fertile ash. Once the blaze subsides at the start of his next turn, the ground in the area is considered consecrated and plant saplings start to sprout and animals start to claim the new territory for themselves.

Call to the Wild Hunt (1/day). Arannawar calls the forest's predators to join the wild hunt. Four huge packs of spectral, intangible forest beasts appear in unoccupied spaces within 120 feet of Arannawar. The packs remain for 1 hour or until Arannawar dies. A pack also disappears at the end of Arannawar's turn when that pack hasn't dealt damage since  Arannawar's last turn.

On his turn, Arannawar can move each pack up to 30 feet in a direction of his choice. Whenever a pack moves within 5 feet of a creature, and whenever a creature enters a space within 5 feet of a pack or ends its turn there, Arannawar can force that creature to make a DC 27 Dexterity saving throw. On a failed save, the creature takes 50 (9d10) Slashing damage. A creature makes this save only once per turn.

In addition to the beasts, wood elves of Erynmor might join the hunt, on the DM's discretion.

Spellcasting. Arannawar can innately cast the following spells all at 9th level, not requiring components (spell save DC 27, +19 to hit with spell attacks):

Bonus Actions

Nature's Mantle. Arannawar can take the hide action as a bonus action.

Verdant Growth. While Arannawar is standing on the ground, he can channel vitality into the soil within 120 feet of him, making it extremely fertile even if it was barren and deserted before. Plants overgrow the area rapidly and all beasts and plants within 120 feet of him that have died within the last 24 hours come back to life with 1 hit point. 

Creatures other than beasts or plants have to spend 4 feet of movement for every 1 feet they move in this area and, if they end their turn within the area, they have to succeed on a DC 27 Strength saving throw or are restrained by vines.

Voice of Erynmor. Arannawar chooses up to six friendly beasts or plants within 60 feet of it. Each of these creatures gains 30 temporary hit points and can use its reaction to make one weapon attack against a target of Arannawar's choice.

Reactions

Arannawar can take a total of three reactions, but only one per turn.

Forest Sentinel. Trigger: Arannawar sees a creature attacking a beast or plant. Effect: Arannawar uses his reaction to make an attack against that creature. If the attack hits, the target's speed is reduced to 0 until the end of the current turn.

Deadly Aim. Trigger: Arannawar attacks with his Bow of the Wild Hunt or a creature he can see attacks with a bow and the attack misses.  Effect: Arannawar uses his reaction to add +10 to the attack roll, potentially turning the miss into a hit.

Strong-Rooted Defense. Trigger: Arannawar is hit by an attack while standing on the ground. Effect: Enormous roots shoot up from the ground,  adding +9 to his AC, potentially turning the hit into a  miss. If the attacker is within 10 feet of Arannawar, they must succeed on a DC 27 Strength saving throw or be restrained by the roots until the end of the turn.

Legendary Actions

Arannawar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arannawar regains spent legendary actions at the start of its turn.

Move. Arannawar moves up to his speed.

Attack. Arannawar makes an attack.

Erynmor's Magic. Arannawar uses Spellcasting.

Forest's Curse (Costs 2 Actions). Arannawar targets a creature he can see within 60 feet of him. That creature must make a DC 27 Wisdom saving throw. On a failure it is restrained, feeling the magic of the dark forest taking it over as it starts growing roots and its skin becomes bark-like. On a success, it is unaffected.

It repeats the saving throw at the end of its turn. If it fails again, it becomes a large-sized tree. While in this state, it effectively has the petrified condition, but is vulnerable to fire and slashing damage. If it succeeds, it shakes the effects off.

Before the transformation is complete, the target can be cured by a remove curse; once the transformation is complete, the target can only be cured by a greater restoration spell or similar magic. If a creature succeeds on it saving throw or the effect ends for it, it is immune to this effect for the next 24 hours.

Hunter's Volley (Costs 2 Actions). Arannawar makes an attack with his Bow of the Wild Hunt against all creatures in range that are restrained by vines or roots created by him.

The Forest Itself (Costs 2 Actions).  Arannawar disappears as he disperses himself into the forest of Erynmor, each plant and each animal sharing a little bit of his consciousness. While in this s tate he can see and hear as if he was everywhere in the forest. Arannawar can end this effect at the start of any of his turns, manifesting his elven form once more and appearing in any location he chooses within the forest.

While dispersed, Arannawar can't take any actions other than Spellcasting, the Forest's Curse legendary action and lair actions, targeting points or creatures anywhere within the forest  -  and he can't be targeted by attacks, spells, or other effects. Arannawar can't use this ability outside the forest of Erynmor, nor can he use this ability if there are no plants and no animals within 30 feet of him.

Description

Arannawar - known as the Elder Flame, Soul of the Forest, First Hunter or Wildheart - usually assumes the form of a tall, youthful wood elf of uncanny beauty with emerald eyes. Fresh leaves are growing in his lush, dark hair, he wears a mighty antler crown and is richly decorated with emerald gemstones, bones and flowers of the forest. His great bow is a terrifying weapon, a single arrow can banish outsiders back to their home planes.

While he appears as a regular, albeit powerful shaman or hunter, unbeknownst to most outsiders, he actually is an avatar of an ancient god of nature,  who - while other gods of his timeline have ceased their existence aeons ago - lives forth within the forest of Erynmor. In other words, he is the forest itself. The elves of Erynmor are the last remaining worshippers of Arannawar, following the old ways and performing archaic rituals - sometimes involving sacrifices - according to what they've been taught by their ancestors in their attempts to please Arannawar and to retain his respect. Even the hunt itself is a sacred ritual for them.

The Last Worshippers. As with any other god, Arannawar's power grows and wanes with his worshippers - once a god has lost their last worshippers, has been forgotten by the world, they simply cease existing. That is why no other god as ancient as Arannawar has survived to this day. Noone survived to remember them. But the wood elves of Erynmor, long-lived as they are and expert survivalists, are still there today, they still live in the same ancient forest, following the same traditions and practicing the same rites as aeons ago. Of course, without Arannawar's aid, they wouldn't have made it - but Arannawar depends on them. And they depend on him. It's as if there's a pact between the elves and Arannawar, a pact that ensures they both survive.  

Aspects of Nature. A beacon of life and vitality, Arannawar's sheer presence drives corruption away. Plants grow in his tracks even on the most deserted of lands, those who are sick are cured and animals that died recently return to life. However, he also represents nature's less welcoming aspects. He is said to be the one who taught the wood elves the way of the hunt, he is the one who blesses them with the strength, cunning and bloodlust of apex predators; and the forest's beasts are acting on his orders. And when there are things that should not be, Arannawar will not hesitate and unleash blazing wildfires to burn them down - leaving behind nothing but fertile ground ready for new trees to grow on.

The Forest Itself. Arannawar is the forest himself. Even if he has not manifested his elven avatar, his presence is always there and the forest's inhabitants, most notably the wood-elven shamans, can feel it - and when Arannawar sees need or feels pleased by his worshippers, he might respond in a direct way by casting one of his spells - which he does not need to manifest for, he can simply will the spell's effect into existence anywhere in the forest, targeting any creature. In addition, he might grant other blessings, such as the ability to cast druid or ranger spells or the ability to partially or fully transform into a beast of the hunt.


The Feral Elves of Erynmor 

Forest of Erynmor. The forest of Erynmor, known as the "dark forest" in common, is an ancient, primeval forest located at the base of the great mountains. Trees growing in gnarly and grotesque shapes are found here and many wild animals, some more dangerous than others. The forest of Erynmor is so old, some myths say it has been there since the very beginning of the world and attribute mystical powers to the forest - what for sure can be said is that many of the trees in that forest actually are alive and sentient, they are ents.

Navigating through the thick undergrowth, with all the dangers looming there and in the branches of the trees above, is almost impossible, even with the aid of magic - except for those who call this forest their home and probably are, in some way, the forest's most dangerous inhabitants: the feral elves of Erynmor.

Feral Elves. An ancient tribe of wood-elves is living deep within the Forest of Erynmor - but these elves are different from what today usually is imagined when someone talks about wood-elves. These elves are feral beings with a simple, shamanistic culture, living in natural caves and simple, wooden huts and treehouses, small creeks and a river flowing through the forest provide water, and they eat whatever they can hunt and whatever fruits the forest provides - they live in harmony with nature, with animals and ents being their friends.

The elves of Erynmor, feral and far away from any civilication, are skilled hunters, and despite the simplicity of their gear, crudely crafted from ressources provided by the forest, like fur, leather, bones and wood, they are fearsome warriors. Vigilantly - and lethally - defending their home against anyone from the "outside" as they refer to the rest of the world, in an effort to protect the forest from any potential danger, the feral elves became known as a hostile and unwelcoming folk, with most adventurers avoiding the forest entirely in fear of getting pierced by a wooden arrow or slashed by a sword made of sharpened bone.

Wild Hunters. The hunt is more than just a necessity for survival for the elves of Erynmor. The hunt itself is a sacred ritual for them, a challenge to prove their strength, dexterity and combat capabilites, a challenge to satisfy the gods they believe in and their way to offer sacrifices. They believe in an afterlife in the happy hunting grounds, but only those who were successful hunters during their lifetime and obeyed the tenets of the hunt are allowed to enter this afterlife. The most important tenets of the hunt are:

  • Slay with Purpose. A hunter does not slaughter for sport. They only slay with a good reason. The hunt is a challenge to survive, not a challenge for enjoyment.
  • Strike swiftly and deadly. A hunter doesn't let their prey suffer. They wait for the right moment and then strike swiftly with deadly precision and ferocity.
  • Don't let your Prey run. Failure is not an option. Even if a hunter fails to slay their prey on the first try, they don't give up. They chase it down, until they can strike it again.
  • Scavenge your Prey. A hunter scavenges their slain prey. Regardless of what it was before, the slain prey now provides nourishment and useful materials that must not go to waste.

Druidic Traditions. The wood-elves of Erynmor are deeply connected to their forest and innately able to communicate with animals, plants, even with the forest itself as if it was one ancient, powerful entity. Most of them learn to wield druidic magic or otherwise are able to channel the aspects of nature - some bonded with a particular animal to hunt together, others embraced totem spirits of wild animals to become ferocious, strong and tough, some become able to channel nature's wrath by performing a ritual-like sacred oath to guard the forest, and others received a blessing from the forest itself in one way or another.

And a few of them are blessed with a different kind of magic, magic that is not druidic, but more likely some kind of blood magic, that allows them to turn into great beasts at will - likely a primeval form of lycanthropy. These elves are known as the legendary Beasts of Erynmor.

The Beasts of Erynmor. In the veins of some of these elves, the blood of wild beasts flows. Similar to typical were-creatures, these wood-elves, usually mighty warriors and wild hunters, are able to change shape into a great, ferocious beast; however, they are unable to change into a hybrid form. Their bite attacks don't spread any kind of lycanthropy, instead they are deadly weapons employed in combat and for the hunt.

There are tales of wars between the elves of Erynmor and orcish warbands trying to  conquer the land or dwarvish troops trying to claim the treasures beneath the mountain that looms over the forest, which were ended when these huge beasts, all in a sudden, appeared from the woodlands behind, jumped over the elven frontlines and wreaked havoc, pounced, ripped, slashed and bit, unstoppable and unable to be harmed, shrugging off all the arrows and spears launched at them and all the axes cleaving into them. 

Regardless of whether these tales are true, these beast-elves are truly terrifying and absolutely a force to be reckoned with - and make silvered weapons absolutely mandatory for anyone who wants to have a chance in combat against the wood-elves of Erynmor.

Lair and Lair Actions

Their connection to the forest allows wood-elves of Erynmor to rely on Nature's aid in combat. It almost is as if the forest itself can sense when its in habitants are in dire need. Usually, at least three wood-elves of Erynmor need to be fighting together to take lair actions - but Arannawar can use lair actions even while he is alone. At initiative order 20, losing initiative ties, Arannawar can take one of the following lair actions:

  • March of the Trees. Arannawar awakens 1d4 treants. These treants act on their own turn in initiative, obey the commands given by Arannawar and disappear after 1 hour.
  • Forest's Wrath. Arannawar targets a point on the ground he can see. Within a 40-feet radius centered on that point, mighty roots shoot up, wrapping themselves around any creatures of Arannawar's choice in that area. Each creature in that area must make a DC 20 Strength saving throw or be restrained. A creature restrained in that way is unable to breathe and takes 19 (4d8) bludgeoning damage at the start of each of its turns. It can use an action to attempt a DC 20 Strength check to escape. The roots last for 1 minute or until this lair action is taken again.
  • Primeval Ward. Up to six creatures of Arannawars' choice are warded by the forest's primeval magic. Until initiative order 20 on the next round, they gain resistance to acid, cold, fire, lightning and thunder damage.
  • Nourish the Growth. Everything in nature has a purpose - and the purpose of those standing against the forest is to nourish its growth. Each creature restrained by roots or plants created by Arannawar must make a DC 20 Constitution saving throw. On a failure it takes 27 (6d8) necrotic damage and has its hit point maximum reduced by an amount equal to the damage taken as it starts to rot.
  • Nature's Cunning. Each creature of Arannawar's choice must make a DC 20 Wisdom saving throw. On a success, it notices the toxic plant or venomous snake or realizes the mushroom or berry it was about to eat is poisonous and avoids it. On a failure, it takes 10 (3d6) poison damage and has the poisoned condition until the end of its next turn.

Previous Versions

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Habitat: Forest

Semako

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