Klodis
Klodis (a.k.a. THE LAND)
Name: Klodis
Known As: The Green Man, Cernunnos, Herne The Hunter, Spirit of Hartshorn, The Sage, The Horned Man, Herne Hurkgruum (Orc), or The Master Hunter.
Favourite Weapon: dagger
Klodis is the guardian and companion of the planet Esau. Member of the Avant Pantheon .
Considered to have been alongside Taiia (sibling; the guardian of the Sun), Usas'asa (the Goddess of Dawn) and Nokomis (Mother Nature). Plus, with aid of the Gods and Goddesses of the element planes, in the greater development of the terrain and features of Esau.
APPEARANCES
The Green Man = a giant man who has bark as his skin, with a face made of leaves.Herne The Hunter = an old half-elf male the size of a Goliath - his face looks to be created by tree bark and eyes stunning green. On his head - the chosen few sight antlers of a buck deer (translucent if visible). Often is seen seated cross-legged, or riding a massive stallion.
The Old Man Land = when upset - appears as a huge old man with moss beard, dirt covered clothes made of massive leaves and stone skin. Large eyes filled with pools of tears. Blood stains over clothes and skin. Sad and fragile face.
Klodis' name spoken evokes logical reasoning. He is intelligent, intuitive, graceful, and even a in tune with The Plane of Earth and The Plane of Wood. Giver of spirit animals and guide through mysticism. Sometimes he is not friendly and becomes angry with the actions of the people of Esau - esppecially the killing of innocents - especially around Labés City in Kutloc. He appreciates luxury and elegance of the natural world.
His heart’s desire is to help and care for the planet of Esau which he loves. He treasures the family Moatama created. He is willing to sacrifice himself for the sake of Esau. He as artistic talents with the natural world. He demands people appreciate and respect the planet given to them.
K is for keen, a sense of honesty.
L is for laughter, he can spread wherever he is.
O is for ornate, nothing plain
D is for dazzle, the sparkle of Klodis.
I is for impressive, his list of qualities.
S is for sensitive, another side shows.
~ by Cordites Tun
Each of Moatama 's Offspring created numerous types of Giants and Dragons (debate continues over which offspring of Moatama created which). Then they each tried to find favour from Moatama by created new creatures - firstly Magical Creatures and then the Wonderous Creatures .
NOTE:
The Humaniods of Esau are the only surviving descendants of Fayna , named Maltic of the Malnaxian Clan , and Taiia, Sunra named of the Sunrayin Tribe .
THE OLD MAN LAND
“The Land” is both the name of the ground/earth, as well as a Being of extreme capabilities.
The Land is a god-like being – but is not a God, unlike his sister the Goddess Taiia. He is The Land come to form when the need is great.
Night sightings of "The Horned Man" were believed to be omens that portended natural disasters and significant deaths. While, sightings of Klodis in the daylight were signs of protection and opportunity.
Artifacts
Klodis' Thorn
Dagger - very rare (requires attunement)A piece of Root from a great tree found in the middle of the Feywild Expanse on Kutloc. The brown, earthy shaft is hardened like the strongest steel. Pointed and sharp, this dagger like Root has three protruding thorns that are blackened like obsidian.
Gain a +1 bonus to attack and damage rolls made with this magic weapon.
Prick of the Needle
This dagger has 3 charges. After making a successful weapon attack with this dagger, wielder may chose to expend any amount of charges to do an extra 1d4 piercing damage per charge.
At 0 charges remaining, wielder can use their bonus action to roll 1d20 on the Re-Charge Effect Table. Apply the effect that matches the number on the Re-Charge Effect Table.
Re Charge Effect Table
1 = Decrease the maximum charge limit by 1 and roll again
2-7 = Regain 1d4-1 charges
8-14 = Regain 1d4 charges
15-19 = Regain 1d4+1 charges
20 = Regain all charges and Increase maximum charge limit by 1
The Wild Mother's Curse
Crackling and convulsing the root collapses in on itself and explodes, releasing thorny shrapnel, before dissolving into dust.
If the charge Maximum reaches 0 due to the Re-charge Effect Table, the weapon is destroyed in an explosion dealing 6d6 piercing damage to the wielder. Each creatures within 5 feet must pass a dexterity saving throw DC 15 or also take the damage.
The Wild Mother's Blessing
The thorny root begins to twist and grow. Four barbed black thorns now crown the hilt as the Roots sharp hardened shaft stretches to the length of a short sword and solidifies into black obsidian.
If the charge maximum should reach 5 charges, the dagger grows in length to that of a shortsword permanently. The weapon's charges are set to 4 and the weapon instead deals 1d6 piecing damage per charge expended. If the wielder rolls a 1 on the Re-Charge Effect Table, you regain 1 expended charge instead of decreasing your maximum charge limit with this weapon. Also, if the wielder rolls a 20 on the Re-Charge table the dagger regains all charges, but no longer increase the maximum charge limit by 1.
Razorleaf
Tenets of Faith
The Circle of The Land
Klodis' Clergy teach the sanctity of nature and respect for its power. Its beauty is to be admired, but it is a primal force - one to be reckoned with. Followers pay their respects at wayshrines placed along most major roads trade paths. Often the tribute is something precious, always right out of nature. A small uncut gem, a carafe of precious wine for the rich, a beautiful flower, or pelt for the poor. Klodis also looks with favour upon works of the handmade in the image of nature. A small golden flower, a stone, or a carving of an animal will do.Klodis' Shines and Temples are always close to nature, and made of natural items - fallen branches, stones and mud. They are considered temporary as the Druids are mostly nomadic, and the weather will collapse it in time. His temples are deep inside ancient forests, hidden behind roaring waterfalls, deep inside mountains and perched within caverns of volcanoes.
His clerics and druids are very in tuned with their surroundings and often change into animals to be part of Esau and closer to The Land. They teach that every living and non-living thing is connected throughout Esau. They believe that one can add to the natural world of Esau by doing good, protecting and servicing nature, and stopping those who would destroy nature and each other.
The Druids of The Circle of The Land keep some ancient Elves traditions. They act as advisors and representatives of Klodis, the ancient guardian of Esau - offspring of The Creator, Moatama.
These Druids wander at will, beholden to none. As a result, these druids have a great deal of influence in other cultures and strike more than a little fear in the hearts of the superstitious. It’s one thing to invoke the wrath of the Gods and Goddess … however never upset The Land (Klodis) .
These Druids are best known for their ability to influence the elements of nature from both The Plane of Earth and The Plane of Wood, flora, or fauna. Their divine spells and shapeshifting abilities are an asset to all who seek their companionship and a bane to their enemies.
Druids of Klodis can range from fanatical judges of law and order to benevolent mendicants to insane, muttering anarchists. It all depends on the aspect of Klodis - as Herne The Hunter or The Green Man - and whic natural force they focus on.
The Druids of The Circle of The Land have a begrudging respect for the followers of Nokomis, Melora (The Wild Mother), Mielikki, Eldath, Taiia and Usas'asa who all share a connection with the natural world of Esau.
All other classes are expected to recognize a Druid of The Land’s authority.
Holidays
Landwalking
Landwalking is an undertaken by those druids absolutely faithful to Klodis - that forbids them from traveling by any method that removes them from the land. Barefoot walking is preferable.Land Broodlines
At a high level, a Druid of Klodis travels to The Plane of Earth. When they return, a ceremony is held, when stones are thrown at them, while they remain silent, until they call forth Earth Elementals from The Plane of Earth - considered to be part of their brood. The ceremony is followed by a day of fasting and prayer, after which the elemental summoned remain.Winter's End
As Winter ends and Spring returns, colourfully-dressed dancers perform. Calling for klodis to wake the animals and plants from hibernation. During this festival druids and elders gather to plan the planting for the upcoming year.Physical Description
Special abilities
Armor Class = 19 (natural armour)
Hit Points = 587 (15d10 + 405)
Walking Speed = 60 ft.,
Burrowing Speed = 60 ft.,
Proficiency Bonus = +6
STR = 23 (+6)
DEX = 12 (+1)
CON = 24 (+7)
INT = 14 (+2)
WIS = 15 (+2)
CHA = 16 (+3)
Saving Throws = lnt +5, Wis +5 , Cha +6
Condition Immunities = Petrified, Sleep
Darkvision = 120 ft.
Passive Perception = 21 Languages = Terran, Common, Dwarvish, Elvish,
Earth Glide
Klodis can burrow through non-magical, unworked earth and stone. While doing so, Klodis does not disturb the material it moves through.Elemental Demise
If Klodis' hit points go below 15, his body disintegrates into crystalline powder, leaving behind only equipment Klodis was wearing or carrying. Not considered dead.Sure-Footed
Klodis has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.Innate Spellcasting
Klodis’ innate speilcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:At will: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues, dig, move earth, transmute rock,
1/day each: conjure elemental (earth Elementals only), alter self, detect evil and good, detect magic, gaseous form, invisibility, phantasmal killer, misdirection, passwall, spectral force, plane shift, wall of stone.
ACTIONS
Melee Multiattack. Klodis makes two fist attacks, or two maul attacks.Fist
Melee Weapon Attack: + 10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.Maul
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.Longbow
Earthen Bow "Mote"Weapon (longbow), very rare (requires attunement)
This magical bow grants a +2 bonus to attack and damage rolls made with it. Deals an additional 2d6 Bludgeoning damage - as if hit byu a stone or rock.
Smote Ammunition (arrow), rare (requires attunement)
The magical arrows deal an additional 2d6 radiant damage when it hits. The target rolls a DC 16 Constitution saving throw; on a failure, they are blinded until the beginning of your next turn. This arrow disappears when used and reappears in your quiver, or otherwise in your possession if you have no quiver, the next morning at dawn.
Lore: Given to Klodis by the guardian of the Sun (sibling Taiia)
Divine Classification
Primary Deity
Alignment
Neutral
Realm
Children
Pronouns
He/Him
Aligned Organization
Related Myths
DIVINE SYMBOL
The Green Man = a face which is made of leaves.Herne The Hunter = a goliath-elf man with the antlers of a stag.
DIVINE DOMAINS
Nature, Natural World, Earth, Trees, Animals, Plants,Guardian of Esau
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