Divine Aspect of Nature
Whereas most gods interact with mortals through indirect means, such as angels, clerics, and visions; many cultures across the multiverse seem to be able to connect with nature gods in a more direct manner. Instead, nature gods are able to communicate with their followers through nature itself, whether it be through the land, plants, or even animals. In many realms, nature is often attributed to having a will of its own because of these interactions. The common theory is that its "consciousness" is actually the result of divine celestials imbuing a fragment of their essence into the world itself.
Multiple Domains
As a result, the nature gods can represent a variety of domains ranging from the seasons, plants, animals, and much more. Depending on the religion, some believe that each aspect represents the divine essence of a separate deity while others believe each natural domain represents a fragment of a single god's true nature. Regardless of the theory, many scholars can agree that divine celestials seem to play a very important role in the cultivation of life on a plane by imparting a spark of their divinity into the inherent fundamental magics that bind all living creatures.
Widespread Devotion
Because of their rather direct role in creation itself, nature gods tend to have a much larger following than other divine domains, often incorporating factions such as druids who do not typically show a particular devotion to the divine. Similarly, many non-humanoid races such as fey and sentient plants have been known to worship these deities as well.
Planar Forms
Of all the divine aspects, avatars of nature tend to have the most variation in their appearances, often drastically differing from their divine forms. Unlike many of other deities, nature gods prefer to spend as much time as they can on the mortal realms, especially since they have literally attuned a portion of their essence to that plane. Depending on the realm, they can take the form of a majestic beasts or an enormous tree. In fact, many legends claim that divine aspects of nature actually lie dormant on their respective planes until the time that divine intervention is required. In fact, this form has been known even to vary depending on the region on a Plane wherein the god decides to make its presence.
Battle Tactics
As with any divine aspect, fighting these celestials is akin to fighting a force of nature. These deities will be sure to unleash the full power of nature, whether its uses a surging tide of ensnaring vines or hordes of wild beasts. Those who dare to challenge a nature god must fight the very land itself as their very surroundings will do all it can to hinder their progress. In fact, the only plausible way to defeat these entities is to corrupt or disrupt their connection to the plane itself. Since divine aspects of nature directly channel their power from creation, it is possible to weaken them by tampering with their source of power. However, such tactics can have quite devastating consequences on the nearby surroundings.
Aspect of Nature
Gargantuan Celestial, varies
- Armor Class 25 (Natural Armor)
- Hit Points 615(30d20+300)
- Speed 60ft., 60ft. swim, 120ft. fly
STR DEX CON INT WIS CHA 30 (+10) 21 (+5) 30 (+10) 30 (+10) 30 (+10) 30 (+10)
- Saving Throws Str+19, Dex +12, Con +19, Int +19, Wis +19, Cha +19
- Skills Insight +19, Intimidation +19, Perception +19, Religion +19
- Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
- Damage Immunities necrotic, radiant, poison
- Condition Immunities blinded, charmed, frightened, exhausted, paralyzed, poisoned, stunned, unconscious
- Senses truesight 300ft., passive Perception 29
- Languages all, telepathy 300ft.
- Proficiency Bonus +9 Challenge 30(165000)
Divine Nature The Aspect of Nature does not require air, food, or drink.
Divine Overgrowth Creatures of the Aspect of Nature's choice must treat the area within 60ft. of the Aspect of Nature as difficult terrain.
Divine Weapon The Aspect of Nature's weapon attacks are magical for the purpose of overcoming resistance and immunity.
Divine Soul When the Aspect of Nature is reduced to 0 hitpoints, it can make a Charisma saving throw equal to half the damage dealt. On a successful saving throw, the Aspect of Nature only drops to 1 hitpoint instead.
Legendary Resistance(5/day) If the Aspect of Nature fails a saving throw, it can choose to succeed. Upon using this feature, the Aspect of Nature can regain 50 hitpoints and can remove one condition or spell effect on itself.
Regeneration The Aspect of Nature regains 50 hit points at the start of each of its turns.
Magic Resistance The Aspect of Nature has advantage on saving throws against spells and other magical effects.
Mortal Turning Any creature of the Aspect of Nature's choice that starts its turn within 60ft. of the Aspect of Nature must succeed a DC 28 Charisma saving throw. On a failed saving throw, the target is turned until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the Aspect of Nature's Mortal Turning for the next 24 hours.
Rejuvenation If the Aspect of Nature is destroyed, it returns to life regaining all its hitpoints in 5(1d10) days unless the god's true form is destroyed in its domain.
Spellcasting
The Aspect of Nature's spellcasting ability is Charisma (spell save DC 28), The Aspect of Nature can innately cast the following spells
At Will Control Weather, Grasping Vine, Greater Restoration, Wall of Thorns, Plane Shift, Transport via Plants, Teleport
3/day Awaken, Animal Shapes, True Polymorph, Power Word Heal
Actions
Multiattack. The Aspect of Nature can cast a spell and make three attacks with its Divine Thornflayer or Godthorn Bow.
Divine Thornflayer. Melee Weapon Attack: +19 to hit, 30ft. reach, one target. Hit 35(10d4+10) piercing+ 22(5d8) radiant damage. On a hit, the target is considered grappled and restrained(escape DC 27). While grappled and restrained in this manner, creatures take 25(10d4) piercing damage at the start of each of its turns
Godthorn Bow Ranged Weapon Attack: +15 to hit, 600ft. range, one target. Hit 50(10d8+5) radiant damage +25(10d4) piercing damage. On a hit, the target must succeed a DC 27 Strength saving throw or become restrained. Creatures within 10ft. of the target also take 25(10d4) piercing damage
Anima Beam(Recharge 5-6) The Avatar of Nature unleashes the full force of creation itself in a single concentrated blast. All creatures within a 30ft. wide and 300. long line must succeed a DC 27 Dexterity saving throw. On a failed saving throw, creature take 45 (10d8) radiant damage + 45(10d8) necrotic damage and half as much on a successful saving throw and half as much on a successful. Upon using this feature, creatures of the Aspect of Nature's choice within 60ft. of it regain a number of hitpoints equal to the necrotic damage dealt.
Bonus Actions
Binding Thorns The Aspect of Nature can force one creature it can see within 60ft. of it to make a DC 27 Strength saving throw. On a failed saving throw, it is considered to be restrained until the end of its next turn.
Legendary Actions
The Aspect of Nature can take 5 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. The Aspect of Nature regains spent legendary actions at the start of its turn.
Attack(2 actions) The Aspect of Nature can make an Attack with its Divine Thornflayer or Godthorn Bow
Spell(2 actions) the Aspect of Nature can cast a spell of its choice.
Flinging Vines(Recharge 2 actions) One Huge or smaller object held or creature grappled by the Aspect of Nature is thrown up to 120 feet in a random direction and knocked prone. If a thrown target strikes a solid surface or a creature, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.
Divine Resilience(3 actions) The Aspect of Nature can end one status condition of spell effect on itself.
Divine Actions
On initiative count 20 (losing initiative ties), the Aspect of Nature can take a Divine Action to cause one of the following effects; the Aspect of Nature can’t use the same effect two rounds in a row:
Shifting Seasons The Aspect of Nature can change its form according to the season granting itself and all creatures of its choice within 60ft. the following immunities: Winter(Cold), Spring(Radiant), Summer(Fire), Fall(Necrotic).
Call of Nature The Aspect Nature can summon 3(1d6) Plants or Beasts that are of CR 10 or lower in an unoccupied space within 60ft. of it. These creatures are considered allies of the Aspect of Nature and act on initiative count 20 (losing all ties).
Godthorn Briar Until the start of initiative count 20 of the next round, the Aspect of Nature creates a patch of deadly thorns and vines in a 30ft radius centered a point within 60ft. of the Aspect of Nature. This area is considered to be difficult terrain. For every 10ft. a creature moves through this area, it takes 10(4d4) piercing damage.
Regional Effects
The region near an Aspect of Nature is warped by its divine magic, which creates one or more of the following effects:
- Thickets form labyrinthine passages within 6 miles of the Aspect of Nature. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets; with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
- Within 1 mile of its lair, the Aspect of Nature leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the Aspect of Nature’s path.
- All plants and animals within 6 miles of it serve as its eyes and ears. Plants and animals within these regions are supernaturally intelligent and are unnaturally friendly or hostile towards intruders.
If the Aspect of Nature dies, these effects fade over the course of 5(1d10) days.