Animar, Soul of Elements
Ceaselessly wandering the surface of the world, seeming without direction, the being known as Animar is older than any known recorded history. Having forever wandered the surface of the world, creation myths from across existence paint the enormous elements as the origin of all life. It is said that all plants grew from the branches of its arms, and all animals were raised on the water which pours from its head. With Animar all things living began, and it nurtures life still.
Beyond Time Almost every culture has a story about Animar, whether they recognize it or not. For some cultures, Animar is a rational god, and for others it is a powerful but enigmatic force. But whether they recognize it or not, each one is about the Soul of Elements. The truth is that Animar is the first being of existence, created as a natural consequence of reality, formed at the very point where each Elemental Plane meets the others. In Animar's body, each element coexists in harmony with the others, and when Animar left the Elemental Planes, this harmony ended, and the planes have waged war against each other since.
Beyond Space After its birth, Animar moved to the Material Plane, formless as it was, traveling from place to place. Everywhere it went, creation followed, in the form of all earth, air, fire and water. As part of existence itself, Animar can effortlessly travel from plane to plane, its form of transport no more magic than lighting a fire or condensing water. It instinctively seeks newly formed planes, brought awareness of their existence only moments after they are made, spreading the elements of creation with each new world it travels to.
Beyond Creation Almost no plane has gone untouched by Animar, which brings with it the dirt of the earth, the fire of the mountains, the water of the rivers and the wind of the air. From these simple elements the gods create everything else that fills the world- plant, animal, or otherwise. Everything made from the elements shares a connection to Animar, whether they know it or not, and therefore each creature is beholden to Animar's will. Only creatures with their own will can resist the call of Animar when it comes, which presents a threat for some deities and other beings.
Antagonistic Forces Though counter intuitive to think about, there are beings which lurk outside of existence, on the very fringes of reality. Remnants powers from a time before time, these ancient forces see Animar as the ultimate antithesis of their goals- to return reality to the state before their birth, and endless void. Some deities share this veiw of Animar as a threat, believing its control over life threatens their own magnificence. Though some nature deities hold Animar as a force to be protected, others would prefer to see the eldest elemental destroyed for good, believing its usefulness has long since passed. Any plans both of these however, by its own nature. Animar can not be directly affected by forces not created from the elements of nature, such as the divine magic of the gods, or the strange corruptions of aberrations. Because of this, both sides would be forced to work through proxies, likely champions of their cause coerced into following the orders of their masters.
Waiting at the Far Edge Some of the efforts to rid the multiverse of Anmar's presence may already be bearing fruit. The Soul of Elements has spent the past several centuries on a single world, far longer than any previous world. Ceaselessly wandering its peaks and valleys, Animar is trapped there, worshipped as a god by the locals but driven by an unending desire to travel and populate new worlds. No force has admitted responsibility for trapping the original elemental, or reveled how they accomplished their goal, but others think it may have come at a hefty cost. If Animar is so trapped, why has the mastermind of its seclusion not moved to destroy the elemental yet? Perhaps they were lost in the effort, or perhaps they discovered that no force they can muster could destroy it. This unknown information and the risk it carries is enough to stay the hand of others who seek Animar's end. Others refuse to take action on the world of the nature deities, many of which believe that if Animar were destroyed, it would simply reform once more in the Elemental Chaos, free to roam the multiverse again.
Progenitor of Life Animar, Soul Elements serve as the source for the basic building blocks of each world. Without it, life may not have been possible. Because of this deep connection with all parts of the natural world, when Animar is nerby it exerts a powerful influence on results of its work.
Regional Effects Animar's size and the natural elements found within its body almost make it a separate environment. The natural world around Animar often shifts to reflect its presence.
- Beasts and plants will not willingly attack Animar. A beast or plant ordered to attack Animar must succeed on a DC 22 Charisma saving throw or be unable to attack Animar until the start of its next turn.
- When Animar travels, its movement leaves a trail of plant growth behind it. Spaces Animar moves through becoming wildly overgrown with roots and vines, turning them into difficult terrain.
- Animar is surrounded by a 300-foot aura of nature magic, causing all nonmagical plants within the aura to grow at there times their normal rate, and curing all beasts that enter the aura of any disease or poison
- All food and drink that comes within 5 miles of Animar is automatically cleansed, making it safe to consume. Additionally, if Animar spends more than 1 hour within 5 miles of an area affected by the hallow spell, the effects are dispelled, and the area is no longer hallowed.
- Animar automatically knows the locations of any creature within 10 miles that is not an aberration, celestial, construct, fiend, or undead.
Animar, Soul of Elements
Animar is a legendary elemental featured in Commander. In the folklore of its plane, the Animar is the ultimate source of all life—the seed from which all creation grows. In the presence of Animar, crops blossom and herds thrive, and the wake of its wanderings determines the course of the seasons.
Armor Class | 19 (natural armor) | ||
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Hit Points | 50d12+400 | ||
Speed | 40 ft. | ||
Strength | 30 (+10) | ||
Dexterity | 12 (+1) | ||
Constitution | 27 (+8) | ||
Intelligence | 3 (-4) | ||
Wisdom | 26 (+8) | ||
Charisma | 21 (+5) | ||
Saving Throws | Strength d20+19 | Dexterity d20+10 | Wisdom d20+17 |
Charisma d20+14 | |||
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Necrotic | Poison | Radiant |
Bludgeoning | Piercing | Slashing from nonmagical attacks | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Senses | Truesight 120 ft. | Passive Perception 18 | |
Languages | Understands Primordial but can't speak | ||
Challenge | 30 (155000 XP) | ||
Special 1 | Legendary Resistance (5/day) | If Animar fails a saving throw, | it can choose to succeed instead |
Special 2 | Magic Resistnace | Animar has an advantage on saving throws | against spells and other magical abilities |
Special 3 | Planar Protection | Animar has immunity to necrotic and radiant damage, | and can't teleport or be moved to another plane against its will |
Special 4 | Soul of Nature | Any beast, elemental, or plant within 60 ft. of Animar can use | the Help action on its turn to lend its strength to Animar. |
For each beast that does, Animar's attacks deal an additional 1d4 damage | until the end of its next turn. | For each plant that does, | damage from attacks made against Animar is reduced by 1d4 |
until the end of its next turn. | For each elemental that does, Animar's attacks deal an additional 1d8 damage, | and attacks made against Animar deal 1d8 less | damage until the end of its next turn |
Action 1 | Multiattack | Animar makes four melee attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+19 to hit |
Reach 30 ft., each creature within 5 ft. of a point within reach | Hit 4d12+10 bludgeoning damage | ||
Legendary Actions | Animar, Soul of Elements can take 4 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. | Animar regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Slam | Animar makes a slam attack | |
Legendary Action 2 | Growth of Plants (Costs 2 Actions) | Animar chooses what to summon and attempts a magical summoning. | Animar has a 50 percent of summoning 1d8 awakened trees |
or a 30 percent chance of summoning 1d4 treeants. | A summoned creature appears in an unoccupied space | within 60 ft. of Animar and acts as an ally of Animar. | It remains for 1 minute, until it or its summoner dies, |
or until its summoner dismisses it as an action. | Treeants summoned in this way can't animate trees | ||
Legendary Action 3 | Growth of Beasts (Costs 3 Actions) | Animar chooses what to summon and attempts a magical summoning. | Animar has a 70 percent chance of summoning 1d6 rhinoceroses or giant boars, |
a 50 percent chance of summoning 1d4 elephants, | or a 30 percent chance of summoning a giant ape or a tyrannosaurs rex. | A summoned creature appeaser in an unoccupied space within 60 ft. of Animar, | and acts as an ally of Animar. |
It remains for 1 minute until it or its summoner dies, | or until its summoner dismisses it as an action | ||
Legendary Action 4 | Growth of Elements (Costs 4 Actions) | Animar attempts a magical summoning. | Animar has a 50 percent chance of summoning for elementals: |
one air elemental, one earth elemental, | one fire elemental, and one water elemental. | A summoned creature appears in an unoccupied space | within 60 ft. of Animar and acts as an ally of Animar. |
It remains for 1 minute until it or its summoner dies, | or until its summoner dismisses it as an action |
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