Mountain spirits tend to solemn and patient. They are slow to judge and slower to act, but once they are determined, they are decisive and powerful in their response. They prefer to drive intruders away, reserving their might for only the direst of threats.
When it manifests, a mountain spirit creates a massive titan of earth and stone from its host. If angered, this form is a powerful war machine.
Mountain Spirit of the Land
Gargantuan fey (shapechanger, spirit), neutral
Armor Class 22 (natural armor)
Hit Points 330 (20d20 + 120)
Speed 40 ft., burrow 40 ft.
Saving Throws Dex +5, Wis +11
Skills Perception +11
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses aurasight 300 ft. blindsight 300 ft., passive Perception 24
Languages telepathy 300 ft.
Challenge 21 (33,000 XP)
Force of the Mountain. The mountain spirit scores a critical hit with melee weapon attacks on an 18-20.
Greater Telekinesis. The mountain spirit’s psychokinesis powers deal one additional die of damage and have their save DCs increased by 1.
Power Manifesting. The mountain spirit is a 15th-level manifester. Its manifesting ability is Wisdom (power save DC 19, +11 to hit with power attacks). It has 345 power points to spend on the following powers: chameleon, energy storm, kinetic barrier, telekinetic grasp, tremor.
Shapechanger. The mountain spirit can shape its host into a massive form up to 100 feet tall or long. It typically fashions a humanoid form, but can take any shape. It can use its action to create or alter this shape or return it to normal rock and dirt.
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage.
Boulder. Ranged Weapon Attack: +15 to hit, range 200/800 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.
Transmute Rock (Recharge 6). The mountain spirit transforms a 50-foot cube of rock within 100 feet of it into mud. Each creature standing within mud sinks into it. Each foot of movement through the mud costs 4 feet of movement. A creature that begins its turn within the mud must succeed on a DC 17 Strength saving throw or be restrained until the start if its next turn. The mud remains for 1 hour or until the mountain spirit takes a bonus action to return the mud to normal. Trapped creatures are expelled safely from the transmuted mud.
Earthquake (1/Day). The mountain spirit casts the earthquake spell without requiring components or concentration. Its save DC is 19. It is centered on the mountain spirit, and the mountain spirit is immune to its effects.
The mountain spirit can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The mountain spirit regains spent legendary actions at the start of its turn.
Attack. The mountain spirit makes one slam or one boulder attack.
Manifestation. The mountain spirit manifests or reactivates tremor.
Ground Slam (Costs 2 Actions). The mountain spirit leaps into the air and crashes down to the earth. Each creature on the ground within 50 feet of the mountain spirit must succeed on a DC 23 Dexterity saving throw or be knocked prone and restrained until the end of the mountain spirit’s next turn.
Land Slide (Costs 3 Actions). The mountain spirit temporarily becomes a mass of rock and mud and surges into a space within 50 feet of it. Each creature on the ground it chooses within a 20-foot radius must make a DC 19 Dexterity saving throw. On a failed save, the target takes 33 (6d10) bludgeoning damage and is knocked prone and grappled (escape DC 18) by the mountain spirit. On a successful save, the target takes only half of the damage and its speed is reduced by half until the end of its next turn.