Zemuul (ZEH-mool)

The Great Beast of the Plains Zemuul (a.k.a. Stormhoof)

Zemuul, one of the Great Beasts of Tanaria, is a colossal white Borvhan that roams the vast plains of Vandalar, though his appearances are whispered of across continents. A being of intelligence and ancient power, Zemuul is deeply tied to the natural world, drawing his strength from the ley lines—the magical veins of the earth—and the blessings of Thalor, the Lord of Beasts. Revered as a guardian and protector of balance, he is both a symbol of nature’s resilience and its wrath when provoked. Zemuul’s presence is a harbinger of change, appearing in times of imbalance to heal the land, test mortals, or confront threats to the world’s equilibrium. Legends of his ghostly sightings, his ability to summon storms, and his ethereal connection to the land have elevated him to a near-mythical status among Tanaria’s people, inspiring both awe and caution.

Mental characteristics

Personal history

Zemuul, the Great Beast of the Plains, was created by the will of Thalor, the Lord of Beasts and Father of the Wilds, to act as a living embodiment of untamed nature and the eternal cycle of life and death. Born from the raw energy of the ley lines and the primal essence of the wilderness, Zemuul is not just a creature of immense power but a force of nature itself. His pristine white coat reflects the purity of his purpose, and his massive presence is a reminder of nature’s beauty and ferocity.   In the ancient days, when the gods wove the world’s balance, Thalor saw the need for guardians to protect the natural order. Zemuul was shaped to roam the vast plains of Vandalar, ensuring the cycles of predation and growth were never disrupted. His connection to the ley lines gave him the ability to heal the land and strengthen the wilderness, while Thalor’s blessing infused him with the raw instincts of survival and dominion over all wild things.   Zemuul’s legend began during the early struggles of mortals to tame the wilds. When overhunting or unnatural exploitation threatened the balance, Zemuul would appear as a warning. His ghostly figure, towering above the plains, became a symbol of nature’s justice—both a guardian and an enforcer of Thalor’s will. Villages that revered the Father of the Wilds learned to leave offerings for Zemuul, respecting his role as both a protector of the land and a judge of those who sought to exploit it.   Throughout history, Zemuul has been a central figure in times of great upheaval. During the Calamity Era, when the ley lines were fractured, and the land was scarred by corruption and war, Zemuul appeared across continents, drawn by the cries of the earth. Guided by Thalor’s command, he rallied the primal forces of nature, restoring balance where it had been broken. It was said that wherever Zemuul roamed, the land healed—forests regrew, rivers flowed clean, and herds returned to graze.   Zemuul is also known to test mortals who seek his aid, reflecting Thalor’s values of survival and resilience. Hunters, druids, and rangers who claim to follow Thalor often embark on quests to find Zemuul, seeking his blessing. However, the Great Beast does not grant his favor lightly. Mortals must prove themselves through acts of courage, wisdom, and respect for the natural order. Those who pass his tests may receive his blessing, often marked by increased vitality, connection to the wilds, or even the ability to briefly channel the primal energy of the ley lines. Those who fail or seek to harm him are met with the full wrath of nature—storms, earthquakes, or packs of beasts summoned by his will.   Despite his immense power, Zemuul’s strength is tied directly to the ley lines and the wilderness. When the ley lines are weakened or corrupted, Zemuul too grows weary, his coat dimming and his steps growing heavier. In these times, he retreats to the Cradle of Thalor, a sacred convergence of ley lines deep within Vandalar. Here, he communes with his creator, drawing strength from Thalor’s primal essence to continue his eternal task.   Legends of Zemuul are told across Tanaria, varying by region. To the plainsfolk of Vandalar, he is the White Guardian, a protector and provider. In the frozen tundras of Drakoria, he is the Stormhoof, a harbinger of change. To the tribes of Arandor, he is the Leyborn Titan, a reminder of nature’s unforgiving balance. Yet, despite the reverence or fear he inspires, Zemuul remains a mystery—a being as untamed and eternal as the wilds themselves.
Current Location
Species
Honorary & Occupational Titles
Stormhoof, Plainswalker, Leyborn Titan, The White Sentinel, Thalor's Hoof, Guardian of Vandalar, The Leykeeper
Age
Unknown
Children
Pronouns
He/Him
Sex
Male
Eyes
Pale Blue
Skin Tone/Pigmentation
snowy white, thick and shaggy, cascading in waves that shimmer faintly under sunlight or moonlight.
Height
12 feet at the shoulder.
Weight
estimated 6,000 to 7,000 pounds
"I saw him—standing there in the mist like a ghost pulled from a dream. His horns curved like rivers carved by time, and his eyes... they weren't the eyes of a beast. They looked through me, into me, as if he could see every hunt I'd ever made, every life I'd ever taken. And then he moved—silent for something so massive—and where his hooves touched, the grass grew greener, the air felt... alive. Zemuul isn’t just a creature. He’s the will of the wild made flesh. I don’t know if he spared me or judged me, but I’ll never take another arrow to the plains without thinking of him."
— Torvald Stonehand, Plains Hunter

Potential Plot Hooks
  • A Call to Aid: A village plagued by a strange blight seeks Zemuul’s aid. The party must either track him down or find a way to summon him, proving their intentions along the way.
  • Corruption of the Ley Lines: Zemuul himself is in danger, weakened by a dark force attacking the ley lines. The heroes must journey into the heart of the corruption to restore balance.
  • Trial of Worth: Legends say Zemuul grants great power to those who prove themselves protectors of nature. The party might be tested through riddles, battles, or acts of compassion
  Stat Block

Homebrew

Zemuul, the Great Beast of the Plains CR: 29

Gargantuan monstrosity (great beast), neutral
Armor Class: 26 (Natural Armor)
Hit Points: 620 (33d20 + 264)
Speed: 60 ft

STR

32 +11

DEX

16 +3

CON

30 +10

INT

18 +4

WIS

30 +10

CHA

24 +7

Saving Throws: Legendary Resistance (3/Day). If Zemuul fails a saving throw, he can choose to succeed instead. Str +19, Con +18, Wis +18, Cha +15
Skills: Perception +18, Insight +16, Survival +18, Athletics +19, History +14
Damage Resistances: Radiant, Lightning, Psychic, Thunder
Damage Immunities: Necrotic, Poison, Bludgeoning/Piercing/Slashing from non-magical attacks
Condition Immunities: Charmed, Frightened, Poisoned, Paralyzed, Exhaustion
Senses: Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 28
Languages: Understands all languages but communicates only through telepathic impressions and the wind itself.
Challenge Rating: 29 ( 135,000 XP)
Proficiency Bonus: +9

Spirit of the Plains. Zemuul is one with the land, and the plains themselves shift with his presence. His steps cause grass to flourish, rivers to deepen, and the wind to change. No natural terrain hinders his movement, and any creature that seeks to harm the land near him suffers disadvantage on survival checks and navigation for 24 hours.   Endless Stride. Zemuul cannot be magically slowed, restrained, or stopped. If any effect attempts to reduce his speed, it fails automatically. He ignores exhaustion from travel, and creatures who travel alongside him gain advantage on Constitution saving throws against exhaustion.   Thunderous Charge. If Zemuul moves at least 40 feet in a straight line before attacking, his Gore attack deals an additional 6d12 thunder damage, and the target must make a DC 25 Strength saving throw or be launched 30 feet away and knocked prone.   Wisdom of the Old Ways. Zemuul is a guardian of knowledge and history, his memory stretching back to the dawn of civilizations. Any creature who spends time in his presence and listens to the winds gains insight into ancient battles, forgotten languages, or lost cultures. Those who respect him may receive visions of the past and the secrets of the land.

Actions

Multiattack. Zemuul makes three attacks: one with his Gore, one with Stomp, and one with Windborn Trample.   Gore. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 60 (10d10 + 11) piercing damage. If the target is Huge or smaller, they must make a DC 25 Strength saving throw or be launched 20 feet back and stunned until the end of their next turn.   Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 52 (8d10 + 11) bludgeoning damage. The target must succeed on a DC 25 Strength saving throw or be knocked prone.   Windborn Trample. Zemuul charges forward up to 80 feet in a straight line, passing through creatures Large or smaller. Any creature in his path must make a DC 25 Dexterity saving throw or take 66 (12d10) bludgeoning damage and be knocked prone. Creatures who fail the save by 5 or more are also stunned until the end of their next turn.   Roar of the Open Sky (Recharge 5-6). Zemuul bellows, his voice carrying across miles of open land. Each hostile creature within 150 feet must make a DC 25 Wisdom saving throw or be frightened for 1 minute. Allies instead gain advantage on attacks and saving throws for the next minute, as they are filled with the strength of the Great Beast’s presence.

Legendary Actions

Zemuul can take 3 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. He regains spent legendary actions at the start of his turn.   Step of the Plains. Zemuul moves up to half his speed without provoking opportunity attacks. The ground beneath him flourishes, and any difficult terrain in his wake is cleared.   Echo of the Ancestors. Zemuul summons the voices of those who once walked the plains. Allies within 60 feet hear these whispers and gain advantage on their next attack roll, saving throw, or ability check.   Stampede of Legends (Costs 2 Actions). The air trembles as phantom images of ancient creatures run alongside Zemuul, their spirits aiding his cause. All creatures in a 40-foot radius must make a DC 25 Strength saving throw or take 48 (8d8) force damage and be knocked prone. If they fail by 5 or more, they are also blinded until the end of their next turn.

Zemuul is the unstoppable force of the open plains, a titan of raw power and ancient wisdom. Towering nearly 20 feet at the shoulder, his massive form is covered in a shaggy, snow-white fur that ripples like the grasses of the plains in the wind, its texture thick and dense, offering protection against the elements. His fur catches the golden light of the plains, often making him appear as though he carries the sunlight itself upon his back. His two massive, forward-curving horns are as strong as stone, their surfaces etched with the grooves of countless battles and the natural wear of centuries spent roaming the wilds.   His eyes, unlike those of any normal beast, are the color of storm-lit skies, filled with an intensity that seems to see beyond the present, into the past and future alike. When he moves, the earth seems to shift in rhythm with him, his hooves carving paths into the plains that remain long after he has passed.   Unlike the other Great Beasts, Zemuul does not wield the magic of the elements nor command the forces of destruction—his power is in his endurance, his memory, and the wisdom he carries within his towering form. He does not seek out battle, yet when he fights, the land itself seems to rally around him. The wind howls, the grass trembles, and the sky darkens as if mourning those who would dare challenge him.   Some say Zemuul remembers every warrior, every hunter, every ruler who has ever walked the plains—that his mind holds the history of the land, stored within the whispers of the wind. Others claim he is not just a guardian of the plains, but the embodiment of their very soul, a living memory of all who came before.

Suggested Environments

Zemuul roams the open plains of Vandalar, a creature of boundless freedom and ancient strength. He moves with the storms and winds, a figure whose presence is felt in the shifting grass and the quiet rustle of leaves. The vastness of the plains is both his home and his kingdom, where he acts as its protector and memory.   He is most often seen in:   The Rolling Steppes: Vast fields of golden grass stretching as far as the eye can see, where his form blends seamlessly into the horizon. Travelers here often mistake him for a mirage until he begins to move.   Sacred Salt Flats: Barren, shimmering stretches of land where few creatures venture. Zemuul is said to visit these places to commune with the ley lines beneath the surface, his presence bringing life back to the desolate ground.   Ancient Burial Grounds: Sites where the bones of long-dead beasts and fallen warriors rest beneath cairns and stone markers. He is believed to guard these places, ensuring the spirits of the past remain undisturbed.   The Stormfronts: When thunderclouds roll across the plains, Zemuul is often seen at the heart of the storm, his form illuminated by lightning as though he calls the storm to cleanse the land.


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