Medium Humanoid (Elf), Neutral
Armor Class 19 Melora's Ward
Hit Points 255 (30d8 + 120)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
24 (+7)
CHA
11 (+0)
Saving Throws CON +10, INT +8, WIS +13
Skills Animal Handling +20, Insight +13, Nature +14, Perception +13, Survival +13
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Celestial, Common, Druidic, Minotaur, Primordial, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Primordial Wildshape. As a bonus action Aman can transform into a beast or elemental with a CR rating of 10 or below. While transformed he retains his personality and mental stats, and can speak and use all of his abilities in his new form in addition to those of the new form.

Archdruid. Aman can ignore all components of his spells.

Avatar of Nature. Beasts and plants refuse to harm Aman and he can speak with them fluently. He can ignore difficult terrain caused by plants or earth. While on the Material Plane Aman can cast awaken on plants or beasts at will and can cast  scrying at will on any location within sight of an awakened plant or beast. Finally while concentrating on conjure animalsconjure woodland beings, or conjure minor elementals his concentration cannot be broken by taking damage.

Spellcasting. The druid is a 20th-level spellcaster. his spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelaghfrostbite

1st level (4 slots): entangle, longstrider, cure wounds, thunderwavefaerie fire, find familiar

2nd level (3 slots): animal messenger, dust devilflaming spheremoonbeamspike growth

3rd level (3 slots): call lightning, conjure animals, erupting earth, feign death, plant growth, sleet storm, wind wall

4th level (3 slots): conjure minor elementals, conjure woodland beings, grasping vine, guardian of nature, polymorph, locate creature, stone shape

5th level (3 slots): conjure elemental, contagion, insect plague, commune with nature, wrath of nature, tree stride

6th level (2 slots): conjure fey, druid grove, wall of thorns, transport via plants

7th level (2 slots): fire storm, whirlwind, mirage arcane

8th level (1 slots): earthquake, control weather, sunburst, tsunami

9th level (1 slots): shapechange, storm of vengeance

Actions

Multiattack. Aman makes two attacks with his staff

Staff of  Disardasia Melee Weapon Attack: +11 to hit (+16 to hit with shillelagh), reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage or 14 (1d8 + 10) bludgeoning damage with shillelagh as well as an additional 13 (3d8) poison damage

Call of the Wild (1/Short or Long rest). All beasts within 1 mile of Aman are made friendly and aid him and protect him from all danger for 1 hour. Creatures in the form of a beast make a DC 21 Wisdom saving throw and on a failed save are affected in the same way. A creature that is can choose to make a DC 21 Wisdom saving throw at the end of their turn to end this effect.

Divine Intervention (0/week). Aman can call on Melora or Correlon for aid when his need is great.

Lord of the Forest (1/Short or Long rest). All plants within 60 ft. are awakened for 1 minute to aid Aman and protect him from all danger. At this same time Aman can choose to instantly wither any plant within the same 60 ft.

Legendary Actions

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

Songbird. Aman summons a beast of his choice. It disappears at the end of his next turn.

Attack. Aman makes a melee attack. If Shillelagh has been cast on the Staff of Disardasia he can attack with it with advantage,

Spell. Aman Casts a spell of 5th level or lower 

Description

Aman is a member of The Circle and guardian of nature. He chooses to reside in seclusion amongst only animals. His primary residence is in Melora's Garden where he serves as her champion. He has no love for humanoids and only ever interacts with them when neccessary. He used his divine intervention to beseech Correlon to forbid elves from being able to take baths; Correlon agreed but felt that this was so ignorant that he forbid Aman from ever using Divine Intervention again and no longer listens to his prayers.

Lair and Lair Actions

Aman takes refuge in Melora's Garden; a large, dense, lush forest that contains ever plant and every animal within it. This forest is magical and creatures that mean it harm always find themselves lost inside the forest forever.

Lair Actions

On initiative count 20 (losing initiative ties), Aman takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that Aman can see within 120 feet of him. 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 (Athletics) check and succeeds. The roots and vines wilt away when Aman uses this lair action again or when he dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Aman. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 20 Dexterity saving throw. A creature that fails the save takes 27 (6d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 20 Dexterity saving throw once each round it’s in contact with the wall, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 10, 25 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the Aman uses this lair action again or when he dies.
  • Magical fog billows around in a 120 feet cube. This area is heavily obscured and suppresses all divination spells cast within it. This fog lasts until initiative count 20 on the next round.
  • A whimsical tune begins playing and 1d6 dryads and 1d3 [monster]satyr;satyrs[/monsters] appear. They follow they are friendly to Aman but don't follow his orders. They can dismiss themselves at will. This lair action cannot be used again until they are all gone. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

TheBadAngel67

Comments

Posts Quoted:
Reply
Clear All Quotes