ReproductionThe Mizarin Nightlights are rather peculiar in the way they reproduce. Unlike most trees they don't use seeds but rather walking extensions of themselves to reproduce. Just like seeds these creatures fall down from the tree. While most plants' seeds remain on the ground, the Mizarin Nightlight's extensions, commonly known as Lightwalkers, walk around for a rather long time. Researchers have seen these creatures do several jobs for the trees, such as removing pests, tending wounds and fighting potential woodcutters. Just like their larger kind, the Lightwalkers have the ability to transmit light. This can sometimes be observed in rather erratic flashes towards each other, which makes some scientists believe they use it as a kind of language. After a yet undetermined amount of time they pick a place to put root and start developing into a new Mizarin Nightlight.
So far I did not make much progress in deciphering the meaning of the Lightwalker's flashes. I have, however, noted that everytime I bring water the response is three 2 second flashes followed by one 4 second flash and a short 1 second flash. I assume that this means "Thank you", but there is not enough data to form a definitive conclusion.Once the conversion from a Lightwalker into a Mizarin Nightlight has started, the sprout's main light emitting globe develops into a larger extension. As soon as this extension is large enough, it starts emitting stronger light. In addition, it appears that the round extensions point towards the larger moon Naelik after fully developing. Once they have grown a few meters the trees stay in their smaller state for several decades.
Intelligence and communicationAnother important aspect of the Mizarin Nightlight is its ability to move parts of its roots and treetrunk. The Mizarin priesthood has found a way to communicate with the trees that allows them to alter the structure of the tree as they please. The structure of the treetrunk, which consists of many smaller intertwined trunks, helps to make this an easier process. How this communication form works is still unknown to outsiders, but the fact that the trees respond to the priesthood hints at a certain level of intelligence. It is also possible that there is communication between different trees, although this has not been verified so far. Priesthood communication
Scientific Namebevinar . sanaxn . misar (Bevinar Sanathin Misar)
Average HeightThe trees vary in size of being only a few meters during their younger years to 80m for adult trees. Some exceptionally large specimens do occur. The Mizarin Mothertree for example is 250 m in height.
LifespanUnknown: the oldest specimen which fell down was 1900 years old but most likely older specimens exist. For living trees it is difficult to pinpoint the exact age.
Geographic LocationMizarin Isles
Treemeld: The Lightwalker is able to meld into a nearby Mizarin Nightlight by using its movement. While merged with the tree, the Lightwalker can’t see what occurs outside it, and any Wisdom (Perception) checks it makes to hear sounds outside it are made with disadvantage. The Lightwalker is not able to use actions while melded.
Multiattack: The Lightwalker can make two attacks with its vines. If a target is grappled he can replace the attack with the Mind Constrict attack. Vine: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the attack hits the target is also grappled (escape DC 13). No more than 2 creatures can be grappled at the same time. Mind Constrict: The Lightwalker attacks a creature grappled by one of its vines. This attack automatically succeeds. The target takes 7(1d8+3) bludgeoning damage and must make a Wisdom saving throw (DC 14) or take an extra 4(1d8) psychic damage and is paralyzed until its next turn as a voices overwhelm the target's mind. Psychic Light: Every creature in a 15 ft radius from the Lightwalker must make a Wisdom saving throw (DC 14). On a fail the target takes 16(3d8 )psychic damage and is blinded until the end of its next turn, on a succesful save the target only takes half that damage and is not blinded.
Legendary Resistance (3/Day): If the Mizarin Nightlight fails a saving throw, it can choose to succeed instead. Immovable: The Mizarin Nightligh can't be moved by any normal non-magical or magical means.
Multiattack: The Mizarin Nightlight can make three root attacks. Root: Melee Weapon Attack: +16 to hit, reach 700 ft., one target. Hit: 20 (2d8 + 9) bludgeoning damage. If the attack hits the target is also grappled (escape DC 19). No more than 8 creatures can be grappled at the same time. Psychic Sun (Recharge 5–6): The Mizarin Nightlight uses his highest extension to generate a burst of light. Every creature, that the Mizarin Nightlight chooses, in a 200 ft radius from the Mizarin Nightlight must make a Wisdom saving throw (DC 25). On a fail the target takes 65(12d10 )psychic damage and is blinded until the end of its next turn, on a succesful save the target only takes half that damage and is not blinded.
Tremor: The Mizarin Nightlight makes in a 50 ft radius around it difficult terrain by moving its roots. Root Attack (costs 2 actions): The Mizarin Nightlight makes a root attack.
HousingOne of the most important uses of the Mizarin Nightlights is the fact that its structure can be rearranged at will. As a Mizarin settlement expands one of the closest trees is chosen as the new house. A ceremony is performed by the Priesthood to bless the new house and thank the tree for its service to the community. If an exceptionally large building is needed two Mizarin Nightlights in close proximity can be used to create a new structure.
SettlementsA Mizarin settlement is much more vertical in comparison to other humanoid settlements. Due to the height of the average Mizarin Nightlight several houses can be created along the tree's entire length. The different levels of houses are linked via branches making the settlement an intricate web of connected trees.
LightingOne of the other uses is, as its name suggests, lighting during the night. Typically the priesthood encourages Lightwalkers to take root inside settlements to provide ligthing.
DefenseA more recently discovered feature of the Mizarin Nightlight is its ability to attack by using its roots. It is possible that the priesthood had known this for a long time and only decided to reveal it when several dozens of Raitin airships attempted to raid the main Nekorian settlement. During their raid the Raitin airships were struck by many large roots which were able to reach them even at their relatively high position. After this incident most agree that being anywhere near Mizarin Nightlights if you are an enemy of the Nekorians is a guaranteed death sentence.
Our own armies have had a bad time fighting against anything the Raitin have used against us. I have seen Raitin airships capture or kill dragons. But these Mizarin Nightlights have managed to destroy them in a matter of seconds. Maybe we need to re-evaluate what the strongest life form of the planet is.