Level
9th
Casting Time
10 Minutes
Range/Area
Self
Components
V, S, M *
Duration
8 Hours
School
Conjuration
Attack/Save
None
Damage/Effect

This spell summons Bullwinkle the Moose Lord, Master of the Pine Wood Forest, Defender of all That is Moosey or Evergreen, to fight by your side. Bullwinkle has the statistics of a Solar with the following changes: Bullwinkle looses the slaying longbow attack. Bullwinkle looses the flying sword property. Bullwinkle looses the searing burst and blinding gaze legendary actions. He looses the flight speed. He is a fey_ instead of a celestial. He can make 3 greatsword attacks instead of 2. His innate spell list is changed to this; at will: detect magic, speak with animals, longstrider; 3/day each: call lightning, hold person, pass without trace; 1/day each: control weather, conjure woodland beings. Bullwinkle gains the following abilities: Evergreen Warrior: Bullwinkle can cast tree stride on himself at will. This does not count against the number of spells that he can concentrate on. This ability only allows him to travel between Evergreen trees. Defender of all that is Moosey and Evergreen: When Bullwinkle witnesses a moose or Evergreen tree being harmed, he goes into a rage as though he were a lv 20 barbarian. This rage lasts for one minute or until the offender drops to 0hp. Rider of the Great Moose: Bullwinkle has a moose steed that he can summon at will. It uses the statistics of a young green dragon with the following changes: the bite and claw attacks are replaced with gore and good attacks that deal bludgeoning damage. It has a speed of 80 ft and a flying speed of 150 ft. Bullwinkle has the following legendary actions available to him: Evergreen Uppercut (Costs 2 Actions) Bullwinkle summons an Evergreen tree underneath one of his opponents. Everyone within a 10 ft diameter, 30 ft tall cylinder must succeed on a DC 25 Dexterity save or take 8d8 bludgeoning damage and be thrown 30 ft in the air. Stampede (Costs 3 Actions) Bullwinkle calls in a stampede of moose's to trample his foes. The stampede charges from one side of an 80 ft cube to another. Any creature caught in the stampede must succeed on a DC 25 Dexterity save or take 15d6 bludgeoning damage, be knocked prone, and stunned untill their next turn.

* - (A gilded moose skull with emeralds in the eye sockets worth 50000 gp)

Available For: Druid (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Warlock (Legacy) - The Archfey (Legacy) Wizard (Legacy) - School of Conjuration (Legacy)

Electricspork

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