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Vorlath, Guardian of the wild in Dungeons & Dragons 5e

Excal-heim

Vorlath, Guardian of the wild CR: 23+25(31 total)

Large primark [primordial goliath], the primordial stream (+6 prof)
Armor Class: 18 (plate armor)
Hit Points: 210 20d10+100
Speed: 60 ft. takes no fall damage, hates flying , fly: 30 ft. takes no fall damage, hates flying

STR

24 +7

DEX

18 +4

CON

20 +5

INT

15 +2

WIS

19 +4

CHA

20 +5

Saving Throws: Dex +10, Con +11, Wis +10
Skills: Athletics +13, Perception +10
Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: blinded, charmed, exhaustion, frightened
Senses: Darkvision 120ft., passive Perception 30
Languages: All of Them. Can't read or write common
Challenge Rating: 23+25(31 total)

Spellcasting. Vorlath is an 18th-level spellcaster. Its spellcasting ability is Wisdom. spell save DC 18, +10 to hit with spell attacks.

  • 1st (4 slots): cure wounds, entangle, speak with animals, heroism
  • 2nd (3 slots): animal messenger, beast sense, hold person, sol-rai's promised luck
  • 3rd (3 slots): conjure animals, meld into stone, water breathing, haste
  • 4th (3 slots): dominate beast, locate creature, stoneskin, death ward
  • 5th (3 slots): commune with nature, mass cure wounds, tree stride, hold monster
  • Legendary Resistance (3/Day). If Vorlath fails a saving throw, it can choose to succeed instead.
    Protection of the Wild. Vorlath has advantage on all magical saving throws and cannot be transformed via magical means.
    +3 Greataxe. Vorthal's Axe deal double damage to structures.
    Primal heart. If Vorlath would be killed in any way, he is replaced by Vorlath, Primal Heart.
    Instant rest. 3/day Vorlath can strike the ground with his axe pommel and all creatures within a 30-foot radius get the benefits of a long rest.

    Actions

    Multiattack. Vorlath makes four weapon attacks, one of which can be replaced by a ground stomp.   Ground Stomp. Vorlath slams his foot down unleashing a tremor wave in a 30-foot cone. Each creature in that area must make a DC 19 Dex Save. On a fail, they take a 13 2d12 bludgeoning damage and become stunned until the end of their next turn. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
    Greataxe Throw. Ranged Weapon Attack: +16 to hit, range 60 ft., one target. Hit: 16 (1d12+10) slashing damage. The axe teleports to Vorthal's hand after the attack. Alternatively, vorthal can teleport to the axe.
    +3 Greataxe. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 1d12+10 slashing damage.
    Regal Roar (1/Day). Vorlath raises his axe above his head and lets loose an earsplitting roar. Each creature of vorthal's choosing within a 120-foot radius must make a DC 19 wisdom save or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Legendary Actions

    Vorlath can take 3 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. Titan regains spent legendary actions at the start of its turn.   Fissure Line. Vorlath plants his axe into the ground creating a pulsing fissure that spreads out in a 10x90-foot line. Each creature in the line must succeed on a DC 19 strength save or take 32 5d10+5 radiant damage and fall prone.
    Greataxe Attack. Vorlath makes a +3 Greataxe or Greataxe Throw attack.
    Spell. Vorthal casts a spell of 2nd level or less.

    Sane and diplomatic phase 1 of Vorlath, Primal Heart.
    "Long and hard didst thou fight, great warriors, overcoming many a trial. Alas, you stand against me and so your paths end in vain."

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