Gaea’s Liege
The subject of the world’s oldest myths, a creature standing 10 to 15 feet tall, clothed in robes of dark green with skin the color of new forest growth. Known as the Old Man of the Forest, the Tall Man, or the Green Man, the true name for such a creature is Gaea’s Liege. Believed by many to be a singular creature, in truth a whole network of these beings exist, each as powerful as the last.
Aspect of Nature These creatures are powerful natural defenders, created as avatars of the living will of Gaea, a powerful nature primordial said to control all aspects of the wooded world. Becoming Gaea’s liege is an immense honor reserved only for those who show great respect and wisdom in their dealings with the natural world. When a creature is infused with Gaea’s essence, whatever race or gender they held before, it is wiped away and replaced with the image of the original Green Man. The rugged and bearded face, with its deep lines and soulful eyes, originally belonged to this ancient creature.
Time Before Time The first of all Gaea’s liege’s, the original Green Man was a powerful druid who lived in a time before civilization, for an untold number of years. This ancient being was granted access to all of Gaea’s power, including unending life. As the centuries passed, the Green Man found and taught many others of Gaea’s power, demonstrating the connection they could have with the natural world. But civilization progressed each decade, and the Green Man made the decision to enter an eternal slumber, trading his wakefulness to serve as a link between the world and Gaea’s greatness, allowing the primordial herself to communicate with others and bestow upon them the power she had given the Green Man himself. Because of this link, each person chosen to serve as Gaea’s Liege is granted the Green Man’s face, and in thankfulness for his unending sacrifice, each Liege takes the Green Man’s name for themselves.
Natural Power As an avatar of Gaea’s will, each Liege can control plant life and the natural creatures of the world. A beast of the wild will not attack a Liege, recognizing Gaea’s mark upon them, and even a loyal creature may turn on its master if forced to fight a Green Man. Because of the nature magic stored in a Green Man’s body, small plants and grasses grow wherever a Liege steps in the wild, even upon dead mountains and barren wastes. A Liege can use their connection to Gaea to accelerate this process of growth, immediately creating a small grove dedicated to the worship of Gaea, granting the Liege a powerful boon for as long as they remain within the grove.
Gaea’s Liege
The subject of the world’s oldest myths, a creature standing 10 to 15 feet tall, clothed in robes of dark green with skin the color of new forest growth. Known as the Old Man of the Forest, the Tall Man, or the Green Man, the true name for such a creature is Gaea’s Liege. Believed by many to be a singular creature, in truth a whole network of these beings exist, each as powerful as the last.
Armor Class | 14 (natural) | ||
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Hit Points | 16d10+48 | ||
Speed | 35 ft. | ||
Strength | 18 (+4) | ||
Dexterity | 15 (+2) | ||
Constitution | 16 (+3) | ||
Intelligence | 15 (+2) | ||
Wisdom | 20 (+5) | ||
Charisma | 15 (+2) | ||
Saving Throws | Wisdom d20+9 | ||
Skills | Nature d20+6 | Perception d20+9 | |
Damage Vulnerabilities | Cold | Fire | |
Damage Resistances | Acid | Lightning | |
Condition Immunities | Charmed | Frightened | Petrified |
Poisoned | |||
Senses | Truesight 60 ft. | Passive Perception 19 | |
Languages | Celestial | Common | Elvish |
Sylvan | |||
Challenge | 12 (8400 XP) | ||
Special 1 | Friend of Nature | Beasts will not willingly attack the celestial, | and any beast commanded to do so must succeed |
on a DC 17 charisma saving throw to be unable to attack the celestial | |||
Special 2 | Innate Spellcasting | The celestial's innate spellcasting ability is Wisdom | ( spell save DC 17, d20+9 spell attack bonus.) |
The celestial can innately cast the following spells, | requiring no material components: | ||
Spells 1 | At will | Entangle | Gust of wind |
Mold earth | Shape water | Tree stride | |
Spells 2 | 3/day | Call lightning | Erupting earth |
Moonbeam | Water walk | ||
Spells 3 | 2/day | Conjure woodland beings | Watery sphere |
Spells 4 | 1/day | Conjure elemental | Transmute rock |
Action 1 | Multiattack | The celestial makes two vine whip attacks and throws one rock missile | |
Action 2 | Vine Whip | Melee Weapon Attack | d20+8 to hit |
Reach 15 ft., one target | Hit 4d8+4 slashing damage | ||
Action 3 | Rock Missile | Ranged Weapon Attack | d20+6 to hit |
Reach 45/90 ft., one target | Hit 4d6+2 bludgeoning damage | ||
Action 4 | Convert (Recharge 3-6) | The celestial magically transforms some of | the natural energy in the world around it, |
causing plant life to suddenly spring up and grow beneath its feet. | The ground in a 10-foot and radius around the celestial's | gains a +1 bonus to attack and damage rolls for every such spot within 500 feet. | This effect is subdued in the area of an anti-magic sphere |
and can be removed by casting dispel magic on the affected area. | After 24 hours, the area becomes nonmagical, | and the celestial no longer receives any bonuses from it |
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