Designtober 18 - Edelwood Beast

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EDELWOOD BEAST

A deceptive and evil fey creature that dwells deep in autumnal forests, looking to take advantage of lost travelers to grow more of its edelwood trees. The edelwood beast is cloaked in darkness, its true form a horrifying visage made up of the agonized souls carved into its wooden form. An edelwood beast is sustained by oil that is created from edelwood trees, trees that the beast created from mortals typically through deception. The beast offers promises of salvation and hope to wayward people, but is only ever concerned about itself. It often employs others to do its dirty work of chopping and tending to the trees. The edelwood beast tells only lies, and seeks out mortals to care for and protect the magical lantern which houses its soul. As long as the flame burns bright in the lantern, the edelwood beast cannot be truly defeated.

 

EDELWOOD BEAST                            CREATURE 13                                                                        

RARE LE MEDIUM FEY

Perception +22; darkvision

Languages Aklo, Common, Elf, Sylvan

Skills Athletics +22, Deception +29, Diplomacy +24, Intimidate +26, Nature +24, Stealth +24

Str +4, Dex +8, Con +6, Int +5, Wis +4, Cha +7

AC 33; Fort +19, Ref +24, Will +27; +1 status to al saves vs. magic

HP 220, Light the Fire; Immunities death effects, disease, poison, Resistances fire 10, cold 10 Weaknesses cold iron 10

Light Aversion The edelwood beast caught in bright light is stunned 2 every round it remains in bright light

Speed 25 feet

Melee claw +25 (finesse, magical), Damage 3d8+14 plus edelwood tangle

Primal Innate Spells DC 34, attack +26; 7th mask of terror, finger of death 6th tangling creepers, true seeing 5th cone of cold, tree stride (at will), wall of stone 4th air walk, gaseous form, hallucinatory terrain, solid fog 3rd nondetection, slow, wall of thorns 2nd barkskin, darkness (at will), entangle, shape wood 1st alarm, charm, fear, pass without trace; Cantrips (7th) dancing lights, detect magic, produce flame, ray of frost, tanglefoot

Edelwood Tangle (conjuration) Creatures struck by the edelwood beast’s claw Strike must succeed on a DC 32 Reflex save or become immobilized. The creature may attempt a DC 32 Escape action to remove this condition.

Light the Fire (primal, necromancy) An edelwood beast cannot be completely destroyed until the flame in its lantern has been snuffed out. The flame can only be kept lit by oil collected from edelwood trees. If the edelwood beast is destroyed it will reform the following night so long as its lantern is lit.

Lord of the Forest (conjuration, teleportation) When the edelwood beast uses tree stride it may do so as two actions and may travel to any tree within the forest it controls regardless of distance.

Sow Edelwood (three actions) (primal, transmutation, manipulate) Requirements The edelwood beast begins its turn next to an immobilized creature. Effect The creature must succeed on a DC 34 Fortitude save, failure results in the edelwood beast growing an edelwood tree around the creature. The edelwood uses the creature’s energy to grow. The creature is grabbed and drained 1, every round the creature remains in the edelwood the effect of the drain increases by 1 until the creature dies. To escape the edelwood, the branches must be broken, edelwoods have an AC 36, HP 30 and hardness 15/adamantine.