Mountain

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 the force of their mountains for only the most dire of threats.

    Mountain spirits create massive titans of earth and stone from their hosts when dealing with creatures. If angered, these forms make powerful war machines.

Mountain Spirit of the Land

Gargantuan fey (possessor, shapechanger, spirit), neutral

Armor Class 22 (natural armor)
Hit Points 330 (20d20 + 120)
Speed 40 ft., burrow 40 ft.

STRDEXCONINTWISCHA
30 (+10)10 (+0)23 (+6)20 (+5)23 (+6)19 (+4)

Saving Throws Dex +5, Wis +11
Skills Perception +11
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
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)

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 so long as it’s a singular mass. It can use its action to create or alter this shape or return it to normal rock and dirt.

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.

Greater Telekinesis. Psychokinetic powers deal an additional die of damage and have their save DCs increased by 1.

Force of the Mountain. The mountain spirit scores a critical hit with melee weapon attacks on an 18-20.

Actions

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.

Land Slide (Recharge 5-6). The mountain spirit temporarily becomes a mass of rock and mud and attacks a space within 50 feet of it. Each creature on the ground within a 50-foot cube it chooses must make a DC 19 Dexterity saving throw. If the save is failed, the creature takes 33 (6d10) bludgeoning damage and is knocked prone and grappled (escape DC 18) by the mountain spirit. On a successful saving throw, the creature’s movement is reduced by half until the end of its next turn.

Transmute Rock (Recharge 6). The mountain spirit chooses a space up to 100 feet from it and transmutes up to a 50-foot cube of rock into mud. Each creature standing within the transmuted 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 make a DC 17 Strength saving throw. If the save is failed, the creature is restrained until the start if its next turn. The mountain spirit can use a bonus action at any time after this ability to restore the earth to normal. Trapped creatures are expelled safely from the transmuted mud.

Legendary Actions

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 tremor. If it is already maintaining a power, it won’t maintain tremor.

Ground Slam (Costs 2 Actions). The mountain spirit leaps in the air and crashes down to the earth. Each creature on the ground within 50 feet of the mountain spirit must make a DC 23 Dexterity saving throw. If the save is failed, the creature is knocked prone and restrained until the end of the mountain spirit’s next turn.

Rumble (Costs 3 Actions). The mountain spirit causes an earthquake as the spell. Its save DC is 17. The earthquake lasts for 1 minute or until the mountain spirit dismisses it and doesn’t require concentration. It is centered on the mountain spirit, and the mountain spirit is immune to its effects.