Cernithan (SIR-nih-than)

The Bloom-Crowned Cernithan

Cernithan, the Great Beast of the Forest, is a colossal stag revered as the living embodiment of Sylvanna’s will and the untamed beauty of the wilds. Once an ordinary stag, Cernithan’s legend was born when he sacrificed himself to defend his herd from cruel hunters who sought trophies rather than sustenance. As his lifeblood seeped into the forest floor, Sylvanna, the Verdant Mother, took pity upon him, granting him new life infused with the primal energy of the land. Reborn as a guardian of the wilds, his antlers became entwined with blooming flowers and trailing vines, a symbol of his eternal connection to the natural world.   Now, Cernithan roams the vast forests of Tanaria, a silent watcher of the balance between predator and prey. Those who respect the wilderness and tread lightly may glimpse his towering form moving between the trees, while those who seek to harm the land will find themselves lost in an endless maze of roots and mist. Legends tell of his ability to restore dying groves, summon the creatures of the forest to his aid, and even momentarily step between realms, appearing wherever the wilds cry out for protection.   To the druids and hunters who walk in harmony with nature, he is a sacred figure, an omen of prosperity and renewal. To poachers and those who defile the land, he is a ghostly terror, a spirit of vengeance that ensures the balance of the wild remains unbroken. Though he does not speak, the rustling of leaves, the bending of branches, and the whispers of the wind carry his presence—reminding all that the forest is never truly unguarded.

Physical Description

Special abilities

Cernithan embodies the raw and flourishing essence of the wild, a manifestation of Nature’s untamed beauty and enduring strength. As Sylvanna’s Verdant Guardian, he carries her gift of Fertility, ensuring that forests bloom, rivers flow, and life persists in abundance. Where his hooves tread, barren land becomes fertile, and where his antlers graze, new growth springs forth. He is a beacon of Renewal, able to mend damaged ecosystems, regrow fallen groves, and breathe vitality into dying lands. As the Protector of the forest, he enforces balance—warding off those who seek to defile nature, whether through reckless destruction or overconsumption. His dominion over Balance ensures that both predator and prey, decay and growth, exist in harmony, and that the cycles of life remain unbroken. Those who call upon him in reverence may find their crops flourishing, their hunts bountiful, or their forests teeming with life—but those who take without care will find only thorns, shifting paths, and the unrelenting will of the wild.

Mental characteristics

Personal history

Long before he was known as The Verdant Guardian, Cernithan was simply the leader of a great stag herd, roaming the untouched forests of Tanaria. He was noble and strong, protecting his kin from wolves and harsh winters, guiding them to safety when fire or storms threatened their home. He knew the rhythms of the land, the whispers of the trees, and the scent of water carried on the wind. But even his strength could not stop the cruelty of men.   One autumn, hunters came—not those who took only what they needed, but those who sought blood for sport. They did not respect the balance, nor did they offer thanks to the land for their kills. They drove the herd into a trap, cutting off their escape with fire and steel. Cernithan did not run. He turned to fight. His mighty antlers gored the first hunter who dared approach, and he trampled another into the dirt. But there were too many, and their spears were sharp. Wounded and bleeding, he stood his ground until his strength left him, and he fell beneath their blades.   As his breath faded and his lifeblood soaked into the roots of the earth, something stirred beneath him. The forest itself seemed to weep for its fallen guardian. Birds ceased their songs, and the wind carried his final sigh through the trees. Then, from deep within the wilds, Sylvanna, the Verdant Mother, took notice.   She saw his sacrifice. She felt his pain. And she knew his spirit was too great to fade.  
From the roots that had drunk his blood, she wove new life. Flowers bloomed where he had fallen, curling over his lifeless body, binding him to the heart of the forest. His antlers, once gnarled with age and battle, sprouted vines and blossoms. His fur, once matted with blood, turned rich and vibrant, as if kissed by the dawn. His breath returned, but it was not the same—he was no longer merely a stag. He had become something more.   Cernithan rose, reborn as The Great Beast of the Forest. His presence became legend—hunters who sought only trophies found themselves hopelessly lost in an endless maze of roots and mist. Trees moved to shield him, and rivers diverted to block the paths of those who would defile the land. But to those who respected the balance, he became a silent guardian. Druids and rangers who honored the wilds told of a great stag, watching from the shadows, ensuring that nature's cycle remained unbroken.   It is said that when the forests are in danger, Cernithan will appear—silent, immense, his antlers crowned with the bloom of the Verdant Mother’s will. He does not speak, but the rustling of leaves and the bending of branches carry his presence. A warning. A promise. A reminder that the wild is not unguarded, and the balance will always be upheld.
Current Location
Species
Honorary & Occupational Titles
The Green Stag, The Silent Watcher, The Ghost of the Glade, Sylvanna’s Shadow, The Verdant Guardian, The Eternal Stag, Keeper of the Wilds, The Bloom-Crowned, Sylvanna’s Horns
Age
Unknown
Children
Sex
Male
Eyes
Deep brown
Skin Tone/Pigmentation
His fur is a rich earthy brown, with subtle undertones of deep green and golden hues
Height
10 feet at the shoulder
Weight
2,500 to 3,000 pounds
"I was not lost, but the forest had changed around me. The path I had walked a hundred times was no longer there—only twisting roots and a silence that pressed against my ears. And then, through the mist, I saw him. Cernithan. His eyes were the color of old growth, deep and knowing, and his antlers bloomed with flowers that should not have survived the season. He did not move, yet the trees swayed as if listening. I felt the weight of something ancient in that moment—not a beast, but a guardian, watching, waiting, deciding. Then, as suddenly as he had come, he was gone. And when I turned, the path was before me again. I do not know if he judged me worthy or merely spared me, but I have never entered these woods without whispering his name since."
— Vaelith Sylmorien, Elvish Ranger of the Emerald Veil
Plot Hooks Involving Cernithan
The Withering Grove – A once-thriving section of forest has begun to wither, its trees blackened, the rivers drying up, and wildlife fleeing. The druids claim that Cernithan has not been seen in these lands for years. Has he abandoned the region, or is something preventing his return? The party must track the Great Beast and uncover the cause of the forest’s decay before it spreads beyond control.   The Hunt of the Unworthy – A noble lord seeks to claim Cernithan’s antlers as the ultimate hunting trophy, gathering mercenaries and poachers to track him down. The players may be tasked with stopping the hunt, either by sabotaging the noble’s efforts or protecting Cernithan directly. But will the Great Beast allow himself to be protected, or does he have his own plans for those who dare hunt him?   A Boon from the Forest Guardian – Legends tell of a blessing granted by Cernithan to those who prove their worth. A desperate village suffering from infertility—either in crops, livestock, or even among their people—sends a group of champions to seek the stag’s favor. The players must undergo trials set by the Great Beast, proving their understanding of balance, renewal, and the wilds. Will they earn his blessing, or will they be found wanting?   The Thorned Path – Hunters have begun disappearing within the deep forests, their tracks leading only to trails of twisted roots and overgrown pathways that seem to shift overnight. Some believe Cernithan is punishing those who take from the wilds without respect, while others whisper that something darker has claimed his lands. The party must navigate the living forest and either seek the stag’s judgment or uncover what lurks beyond his reach.   The Guardian’s Rebirth – It is said that should Cernithan ever fall, he will be reborn from the roots of the oldest tree in the forest. But now, a powerful blight has infected that very tree, and dark forces seek to corrupt the next incarnation of the Verdant Guardian. The party must defend the sacred grove, cleanse the corruption, and ensure that Cernithan’s cycle of renewal continues unbroken.   The Tainted Hunt – A corrupt faction of druids believes that the only way to attain true power over nature is to consume the essence of Cernithan himself. They have devised a ritual to bind him, draining his life force to fuel their own. The party must stop the ritual before the Great Beast is permanently weakened—or worse, transformed into something unnatural.   Whispers in the Wild – The players hear rumors that Cernithan has been seen outside of his usual domain, appearing in lands that have never known his presence. Is he warning of an impending disaster? Has the balance of nature been so disrupted that even he cannot remain still? The party must follow the signs and determine why the Verdant Guardian has strayed from his sacred forests.
Cernithan's Stat Block

Homebrew

Cernithan, the Great Beast of the Forest CR: 28

Huge monstrosity (great beast), neutral good
Armor Class: 24 (Natural Armor)
Hit Points: 585 (31d20 + 248)
Speed: 60 ft

STR

30 +10

DEX

18 +4

CON

28 +9

INT

16 +3

WIS

26 +8

CHA

24 +7

Saving Throws: Legendary Resistance (3/Day). If Cernithan fails a saving throw, he can choose to succeed instead. Str +18, Dex +12, Wis +16, Cha +15
Skills: Perception +16, Stealth +12, Nature +14, Survival +16
Damage Resistances: Cold, Lightning, Radiant
Damage Immunities: Necrotic, Poison, Bludgeoning/Piercing/Slashing from non-magical attacks
Condition Immunities: Charmed, Frightened, Poisoned, Petrified, Exhaustion
Senses: Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 26
Languages: Understands all languages but communicates only telepathically or through nature itself
Challenge Rating: 28 ( 120,000 XP)
Proficiency Bonus: +9

Guardian of the Wilds. Cernithan is immune to difficult terrain caused by natural environments and cannot be tracked by nonmagical means. His presence prevents any unnatural corruption (such as undead, fiendish influence, or magical decay) within a 10-mile radius.   Verdant Renewal. Whenever Cernithan moves, the land beneath him flourishes. He passively restores 20 hit points per round and cures any disease or poison within a 30-ft. radius. Any plant life in his presence grows at an accelerated rate, and dead plant matter is revived unless magically prevented.   Eternal Antlers. His antlers count as magical weapons and radiate divine energy. When a creature touches them with malicious intent, they must succeed on a DC 24 Wisdom saving throw or be paralyzed for 1 minute, experiencing visions of the natural order.

Actions

Multiattack. Cernithan makes three attacks: one with his Gore, one with Stomp, and one with Vine Lash.   Gore. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 54 (8d10 + 10) piercing damage plus 22 (4d10) radiant damage. If the target is a fiend or undead, it takes an additional 22 (4d10) damage.   Stomp. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 45 (6d10 + 10) bludgeoning damage. The target must make a DC 24 Strength saving throw or be knocked prone.   Vine Lash. Ranged Weapon Attack: +16 to hit, range 30 ft., one target. Hit: 36 (6d8 + 10) magical slashing damage. If the target is Large or smaller, they must make a DC 24 Strength saving throw or be restrained by living vines until the start of their next turn.   Nature’s Judgment (Recharge 5-6). Cernithan calls upon the forest itself to strike down those who defile the wilds. Every hostile creature within 120 ft. must make a DC 24 Constitution saving throw. On a failure, they take 52 (8d12) force damage and are blinded for 1 minute as their vision is consumed by the overwhelming presence of nature’s will.

Legendary Actions

Cernithan 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 Guardian. Cernithan moves up to half his speed without provoking opportunity attacks. Any difficult terrain he moves through becomes normal terrain for the next minute.   Call of the Wild. Cernithan summons a spectral beast of the forest, which lasts until the end of his next turn. The beast takes the form of a wolf, bear, or eagle and provides advantage on the next attack or skill check made by an ally within 30 feet.   Wrath of the Earth (Costs 2 Actions). The ground in a 40-ft. radius around Cernithan erupts with roots and vines. Each enemy in the area must make a DC 24 Dexterity saving throw or take 36 (8d6) magical bludgeoning damage and be restrained until the end of their next turn.

Cernithan is the living embodiment of the ancient forests of Tanaria, a guardian born of sacrifice and divine intervention. Towering over even the oldest trees, he stands at least 18 feet tall at the shoulder, his majestic antlers stretching wide like the branches of the sacred groves. Unlike any mortal stag, his antlers are woven with living vines, flowers, and moss, ever-changing with the seasons. In the height of spring, they bloom with radiant blossoms, while in the depths of winter, they stand strong and bare, covered in frost and whispering with the echoes of the wind.   His fur is thick and flowing, colored in rich hues of deep chestnut, forest green, and streaks of silver, reflecting the wilds themselves. His eyes, old beyond reckoning, glow with an ethereal emerald light, holding the wisdom of the forests, the rivers, and the cycle of life itself. His every step brings renewal—where his hooves land, grass flourishes, flowers bloom, and decay is halted for but a moment.   Despite his beauty and grace, he is not a creature of endless kindness. He is a guardian first and foremost, and while he protects the balance of nature, he does not suffer those who would disrupt it. Poachers, defilers of the wilds, and those who hunt for sport rather than necessity find themselves lost in endless woods, pursued by shadows that do not belong to them. Cernithan does not roar, does not rage—he simply acts, and nature itself bends to his will.

Suggested Environments

Cernithan is said to wander the vast forests of Vandalar, his presence a mystery, his sightings the stuff of legend. He has no fixed home, for the forest itself is his domain. The great trees whisper his name, and the rivers shift their course to follow in his wake. He is most often found in:   The Verdant Glades: Hidden sanctuaries where light filters through the dense canopy, untouched by mortal hands. It is said that only those of pure heart may witness him here.   The Eternal Thicket: A place where the trees grow so close together that no man or beast should be able to pass, yet Cernithan moves through it as though it were open fields. Those who pursue him often find themselves walking in circles, lost in a maze of roots and branches.   The Wild’s Heart: A mythical location spoken of in druidic circles—a place where all life converges, where the seasons shift unnaturally, and where time itself bends. If Cernithan truly has a lair, it would be here, though no one has ever found it.   The Grave of Hunters: A cursed stretch of land where the bones of poachers and desecrators lie half-buried in the undergrowth, reclaimed by the wilds. Cernithan does not kill out of rage—he simply allows nature to take back what is owed.


Comments

Author's Notes

Cernithan's name was inspired by Cernunnos, the stag-headed Celtic god


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