False Appearance. While Aun’Dinn remains motionless, it is indistinguishable from a normal tree.
Innate Spellcasting. Aun’Dinn’s innate spellcasting ability is Wisdom (spell save DC 25). It can innately cast the following spells:
At will: Detect Evil and Good, Detect Magic, Dispel Magic, Grasping Vine, Locate Animals or Plants, Sanctuary
Legendary Resistance (5/Day). If Anu'Dinn fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anu'Dinn has advantage on saving throws against spells and other magical effects.
Magic Weapons. Anu'Dinn's attacks are considered magical.
Regeneration. Aun’Dinn regains 20 hit points at the start of its turn. If Aun’Dinn takes fire damage, this trait doesn't function at the start of Aun’Dinn’s next turn. Aun’Dinn dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. Aun’Dinn deals double damage to objects and structures.
Spellcasting. Aun’Dinn is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). Aun’Dinn has the following druid spells prepared, requiring no material components:
Cantrip (at will): Druidcraft, Gust, Mold Earth, Shape Water
1st level (4 slots): Charm Person, Faerie Fire, Purify Food and Drink
2nd level (3 slots): Earthbind, Hold Person, Skywrite
3rd level (3 slots): Call Lightning, Daylight, Plant Growth
4th level (3 slots): Charm Monster, Control Water, Hallucinatory Terrain
5th level (3 slots): Contagion, Scrying, Transmute Rock
6th level (2 slots): Heroes' Feast, Sunbeam
7th level (2 slots): Plane Shift, Reverse Gravity
8th level (1 slot): Control Weather, Feeblemind
9th level (1 slot): Foresight
Multiattack. Anu'Dinn makes six slam attacks. Alternatively, Aun'Dinn can make four attacks with Wood Seeker.
Slam. Melee Weapon Attack. +17 to hit, reach 10 ft., one target, Hit: 17 (2d8 + 8) bludgeoning damage plus 11 (2d10) radiant damage.
Wood Seeker (giant longbow). Ranged Weapon Attack. +15 to hit, range 600/1,500 ft., one target, Hit: 13 (2d8 + 6) piercing damage plus 22 (4d10) radiant damage.
Healing Touch (8/Day). Aun’Dinn touches another creature. The target magically regains 52 (8d10 + 8) hit points and is freed from any curses or diseases. It also removes the following conditions; blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned.
Holy Overgrowth (Recharge 5-6). Anu'Dinn summons the wrath of nature around it. All Creatures within 60 feet of Anu'Dinn must succeed on a DC 24 Dexterity saving throw or take 35 (10d6) piercing damage plus 27 (5d10) radiant damage and is restrained until the start of Aun'Dinn's next turn, half damage and not restrained on a successful saving throw.
Aun'Dinn can take 5 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. Aun'Dinn regains spent legendary actions at the start of its turn.
Attack. Aun’Dinn make one slam attack or one Wood Seeker attack.
Detect. Aun’Dinn makes a Wisdom (Perception) check.
Thorned Vines (Cost 3 Actions). All creatures restrained by Aun’Dinn’s Holy Overgrowth must make a DC 22 Strength saving throw or be pulled down by vines and plants, and are buried. While buried the creature is blinded, restrained, and unable to breath. A buried creature can use an action to make a Strength (Athletics) check DC 22 to escape.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Aun'Dinn can take a lair action to cause one of the following magical effects; it can’t use the same effect two rounds in a row:
1. Anu'Dinn summons 1d6 Animated Tree. A summoned creature appears in an unoccupied space within 60 feet of Anu’Dinn, acts as an ally of him, and can’t summon other creatures. It remains for 1 minute, until Anu’Dinn dies, or until he dismisses it as an action.
2. A tremor shakes in a 90-foot radius around Anu’Dinn. Each creature of Anu’Dinn’s choice on the ground in that area must succeed on a DC 20 Dexterity saving throw or be knocked prone.
3. Grasping roots and vines erupt in a 30-foot radius centered on a point on the ground that Anu’Dinn can see within 150 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 20 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 20 Strength check and succeeds. The roots and vines wilt away when Anu’Dinn uses this lair action again or when Anu’Dinn dies.
Anu’Dinn can’t repeat an effect until all of them have been used, and it can’t use the same effect on consecutive rounds.
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