Natura Ferina
This gigantic
creature looks as if the ground suddenly stood up and started walking. It is
made up of dirt, grass, shrubs and small trees.
The Natura Ferina is the embodiment of wild, untamed
nature. When civilization encroaches too much into the wilderness this creature
is born and seeks to set back that which communities try to build. In all such cases,
the natura ferina hunts the despoilers of nature.
A natura ferina
comes about in a number of ways. Some spawn spontaneously when the depredations
caused by the exploitation of civilization become too much for the land to
bear. It is also said that some individuals that are close to nature, such as
druids or elves, know of rituals that can summon the natura ferina. However, in
either case, a natura ferina is born in hatred, hatred for those who exploit
the land.
Note that there
is only one potential natura ferina for a given region. Once it is killed, it
cannot be summoned again. Once the land has been cowed it succumbs to those who
seek to use the land. Also, a natura ferina will not always spontaneously
appear; sometimes the taming of a wild land is slow and measured and does not raise
the ire of the land until its spirit is already too weak to do anything about
it.
Lair Actions
The lair of a natura ferina is anywhere there is land, so
they will most be in their lair. A natura ferina is one challenge rating higher
while in its lair; Challenge Rating 16 (15,000 XP). On initiative count 20, the
natura ferina can take one lair action to do one of the following:
·
A 20’ cube within 90’ of the natura ferina
collapses leaving behind a 10’ pit. Anyone in the area must make a DC15
Dexterity saving throw or fall into the pit taking 1d6 falling damage. The
sides of the pit slide back into the pit so a check to climb out requires a
DC18 Athletics (Strength).
·
A 60 foot area centered on the natura ferina
becomes difficult terrain.
·
A 20’ cube within 90 feet of the natura ferina
comes alive as the grasses and roots try to grab enemies. Anyone in the area
must make a DC18 Dexterity saving throw or become restrained. It requires an
action from the target or an ally and a successful DC18 Strength check to break
free.
Regional
Effects
The area near a natura ferina is wild and untamed. This
changes the region as follows:
·
The area is considered to be difficult terrain.
·
Roads, trails and markers within 1 mile of the
Natura ferina shift and change randomly.
·
Within 1 mile of the natura ferina, it is able
to detect large groups of creatures (10 or more).
·
Animals not normally aggressive will become antagonistic
toward humanoids. Smaller animals will not attack as they know they cannot
prevail. However, larger animals may attack.
Natura Ferina
Gargantuan elemental,
neutral
Armor Class 20
(natural armor)
Hit Points 290
( D20 + )
Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2)
20 (+5) 10 (+0) 12 (+1)
10 (+0)
Saving Throws Dex
+7, Con +10, Wis +6
Damage Resistance bludgeoning,
piercing, and slashing from a nonmagical weapon
Damage Immunities poison
Condition
Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses tremorsense
90’, passive perception 16
Languages Terran
Challenge 15
(13,000XP)
Creature of the Land. The natura
ferina does not suffer difficult terrain penalties while on land.
Siege Monster. The natura ferina
does double damage to objects and structures.
Actions
Multiattack. The natura ferina makes
two slam attacks.
Slam. Melee weapon attack: +8
to hit, reach 20 ft., one target. Hit:
14 (2d8+2) bludgeoning damage.
Landslide (Recharge 5-6). The natura
ferina collapses forward into a wave of dirt, rocks and debris in a 90-foot
cone. Everyone in the area must make a DC 18 Dexterity saving throw taking 56
(16d6) bludgeoning damage and falling prone on a failed save or half damage on
a successful save.
Legendary
Actions
The natura ferina can take 3 legendary actions as chosen
from the list below. It may only use one legendary action at a time and only at
the end of another creature’s action.
The natura ferina gains back the uses of its legendary actions at the
beginning of its turn.
Attack. The
natura ferina makes one slam attack.
Move. The
natura ferina collapses into the ground and moves its speed without provoking
attacks of opportunity.
Powerslam (Costs 2
Actions). The natura ferina attempts a powerful blow. Melee weapon attack: +12
to hit, reach 20 ft., one target. Hit:
26 (4d10+6) bludgeoning damage and the target is knocked 20 feet away and
knocked prone.
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