Cheloniants are fanatical fey beings originating from a plane immersed in nature’s embrace. They revere their goddess, the keeper of their domain, who bestows the power to wield nature magic and grants them her blessing. Their fervent devotion to nature is unwavering, and they are determined to extend its dominion to other planes beyond their verdant home. An individual cheloniant is never along in any lush environment.
Every day at dawn, regardless of their location, cheloniants embark on a deep ritual of prayer, seeking energy and guidance from their divine patron for their mission to spread nature’s sway. Their most remarkable gift is a protective barrier that can deflect lethal blows, turning seemingly insurmountable battles into resounding triumphs.
The impact of cheloniants’ actions can be deceptively subtle. In conquered towns, vibrant plant life swiftly engulfs the landscape, concealing their presence. The catalyst for this rapid growth often lies in the defeated inhabitants themselves. Cheloniants plant seeds from their native plane within the remains and, through ritual magic, spawn a profusion of diverse flora.
Cheloniant
Medium Fey, Typically Chaotic Evil
Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 13 (+1) | 16 (+3) | 13 (+1) |
Saving Throws Str +5, Wis +5
Skills Nature +3, Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Druidic, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Magic Resistance. The cheloniant has advantage on saving throws against spells and other magical effects.
Magic Weapons. The cheloniant’s weapon attacks are magical.
Actions
Multiattack. The cheloniant makes two Claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Spellcasting.The cheloniant casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
- At will: druidcraft, ensnaring strike
- 2/day each: plant growth, speak with plants, thunderwave (2nd-level version)
Reactions
Nature’s Ward (1/Day). When the cheloniant is hit by a creature it can see, the cheloniant sheds its protective barrier, causing the attack to deal 0 damage.
Downloads
Further Reading
Flora golems could be paired with cheloniants as a small party conquering a village.
Some of the plants left in the wake of cheloniant destruction could be carnivorous grasslings.
Imagery created with Midjourney.