Incarnation of Vibrance
Huge Fey, NeutralPrimal Manifestations of Nature
Habitat Planar (Feywild) — Treasure None
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.
An incarnation of nature that wanders from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard's tail and leonine legs; in Shadowmoor, this same being might instead resemble a giant crow with a rattlesnake's tail, its leonine legs stained with blood.
The incarnations of vibrance each resemble a titanic canine with a body of colorful foliage and horns like the branches of a blossoming cherry tree. When vibrance incarnations are in Lorwyn, meadows flourish and crop fields ripen in their presence, and kithkin rejoice when these incarnations pay their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
AC 14
Initiative +7 (17)
HP 230 (20d12 + 100)
Speed 40 ft.
STR
20 (+5)
Save +5
DEX
17 (+3)
Save +3
CON
20 (+5)
Save +9
INT
10 (+0)
Save +0
WIS
16 (+3)
Save +3
CHA
21 (+5)
Save +9
Saving Throws CON +9, CHA +9
Resistances Radiant
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages Sylvan; telepathy 120 ft.
CR 10
Traits
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine. Melee Attack Roll: +9, reach 20 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is the incarnation's size or smaller, it has the Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation's choice in a 20-foot Emanation originating from the incarnation. Failure: The creature takes 14 (2d8 + 5) Radiant damage. Success: Half damage.
Spellcasting. The incarnation casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability: At Will: Daylight, Druidcraft, Plant Growth. 1/Day: Blindness/Deafness.
Bonus Actions
Shape-Shift. The incarnation changes its size to Medium, Large, or Huge.
Teleport. The incarnation teleports up to 60 feet to an unoccupied space it can see. The incarnation can't teleport while it has a creature Grappled.