| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +17 |
| DEX | 22 | +6 | +15 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 30 | +10 | +19 |
| WIS | 30 | +10 | +19 |
| CHA | 28 | +9 | +18 |
Magic Resistance. Bendu has advantage on saving throws against spells and other magical effects.
Feywild's Rejuvenation. If Bendu's hit points drop below half (535 hit points), he begins to regenerate 50 hit points at the start of each of his turns. This effect lasts until he is reduced to 0 hit points. Additionally, once per long rest, if Bendu is killed, his body disperses into a massive burst of nature magic and regrows over the course of 10 minutes, emerging fully restored at 1 hit point.
Voice of the Wild. Bendu can communicate with all natural creatures and plants within 300 ft. as if using the Speak with Animals and Speak with Plants spells. Furthermore, once per day, he can call upon all beasts, plants, and elementals within a 10-mile radius. These creatures are not controlled by Bendu but are inclined to follow his will.
Legendary Resistance (6/Day). If Bendu fails a saving throw, he can choose to succeed instead.
Essence of the Archfey. Any creature that attempts to attack Bendu must succeed on a DC 35 Wisdom saving throw or be overwhelmed with reverence, becoming charmed and incapacitated for 1 round. Creatures immune to being charmed are not immune to this effect.
Innate Spellcasting. Bendu's innate spellcasting ability is Wisdom (spell save DC 35, +30 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At-will: Earthquake, Regenerate, Wall of Thorns;
3/day each: Meteor Swarm, Forcecage, True Resurrection;
Multiattack. Bendu makes three attacks: two with his nature-infused staff and one with his hooves.
Nature-Infused Staff. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 65 (8d10 + 13) bludgeoning damage plus 40 (8d8) radiant damage. On a successful hit, the target must succeed on a DC 35 Constitution saving throw or be paralyzed for one minute.
Hooves. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 35 (4d8 + 15) bludgeoning damage. The target must make a DC 30 Strength saving throw or be knocked prone and take an additional 30 (6d10) force damage.
Call of the Feywild (1 use a Day). Bendu summons 5 (2d4+1) Archfey to his side. These Archfey act on his initiative count and fight alongside him. Each summoned Archfey has the statistics of the Archfey summoned.
Rooted Wrath (Recharge 6). Bendu causes massive roots to burst from the ground in a 120-foot radius centered on him. Each creature in the area must make a DC 30 Dexterity saving throw, taking 120 (20d12) bludgeoning damage and becoming restrained on a failed save, or half as much and not restrained on a successful one. A creature can use an action to make a DC 30 Strength check to break free from the roots.
Antlered Majesty. Bendu can summon and manipulate the wilderness as if it were an extension of his body. As a bonus action, he may cause gigantic antlers made of pure Fey energy to sprout from the ground anywhere within 120 ft. Each set of antlers has 300 hit points, and any creature in their immediate vicinity must succeed a DC 30 Strength saving throw or be thrown 100 ft. back, taking 17 (4d10) force damage. The antlers crumble into enchanted soil after one minute.
Bendu has 6 legendary actions. Only one legendary action can be used at a time and only at the end of another creature's turn. Bendu regains its spent legendary action at the start of his turn.
Celestial Recharge. Bendu regains 150 hit points or restores 1/day use of his Wish spell.
Transcend Reality (Costs 2 Actions). Bendu disappears and reappears in a spot anywhere within 500 ft. He can bring up to three willing creatures with him.
Godly Infusion. Bendu blesses all allied creatures within 300 ft. Each ally gains advantage on saving throws and deals an additional 20 radiant damage on a successful hit for the next minute.
Nature's Pulse (Costs 2 Actions). Bendu releases a wave of nature magic in a 300-foot radius. All hostile creatures must make a DC 30 Constitution saving throw or take 90 (15d12) necrotic damage and be stunned for 1 turn. Allies in the area regain 50 hit points.
Shift the Seasons (Costs 3 Actions). Bendu shifts the entire area (1-mile radius) through the four seasons over the course of 10 seconds. Each creature within the area must make a DC 35 Constitution saving throw for every season the area passes through. Each failed saving throw deals 50 damage of varying types depending on the season (Spring: psychic, Summer: fire, Autumn: necrotic, Winter: cold).
Description
Lair and Lair Actions
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/6/2026 1:51:26 AM
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9
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3
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Coming Soon
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