Professional Documents
Culture Documents
Saves Str +15, Dex +7, Wis+ 17, Cha +15 At will: Control Weather, Plant Growth, Druidcraft, Control
Skills Perception +17 Water, Move Earth, Transmute Rock
Damage resistances Fire, Cold, Lightning, Thunder, Necrotic, 3/Day each: Wall of Thorns, Fire Storm, Whirlwind, Tsunami,
Radiant Chain Lightning, Roots that Reap (10d6), Otiluke’s Freezing
Condition Immunities Blindness, Frightened, Incapacitated, Sphere
Exhaustion 1/day each: Storm of Vengeance, Earthquake
Senses truesight 120 ft., darkvision 120 ft., passive Perception
24 Actions
Languages all, telepathy 120 ft. Multiattack. Vinushka casts a spell and then uses Grasping
Challenge 26 (90,000 XP)
roots and hailstorm of boulders
Legendary Resistance (3/day). If Vinushka fails a saving throw, Grasping Roots. Melee Weapon Attack: +15 to hit, reach 30ft.,
they can choose to succeed instead. one target. the target is grappled (escape DC 23). Until this
grapple ends, the creature is restrained. Until the grapple ends,
Magic Resistance. Vinushka has advantage on saving throws the target takes 20 (3d12) bludgeoning damage at the start of
against spells and other magical effects. each of its turns.
Magic Weapons. Vinushka’s weapon attacks are magical. Hailstorm of Boulders. Vinushka reaches into the earth as if it
were water and draws forth several boulders, then chooses a
Nature Itself. Natural terrain (such as grass, earth, unworked point within 480 ft. of themself, and makes a boulder attack at
stone, water, or the air) within 30 ft. of Vinushka is difficult each creature within 15ft. of that point.
terrain for those hostile to them, as their presence mold the
world to its advanatage Boulder. Ranged Weapon Attack: +15 to hit, range 120/480 ft.,
one target. Hit: 34 (4d12 + 8) bludgeoning damage, and the
Regrowth. When Vinushkais starts their turn they regain 20 hit target must succeed on a DC 23 Strength saving throw or be
points. This trait does not activate if Vinushka starts their turn knocked prone.
with zero hit points, or if they start their turn in a man made
location or structure such as a city, a mine, or boat.
Lair Actions Sudden Sinkhole: Vinushka chooses a point on the
ground that they can see within 120 feet of
Vinushka is nature itself, from the erupting volcano that themselves. A 5-foot-radius, 20-foot-deep pit forms
burns away the forest, to the gentle breeze that cools centered on that point. A creature on the ground
the animal after a hunt. As such Vinushka can use Lair above where the pit formed must make a DC 23
Actions so long as they are in nature. Vinushka only Dexterity saving throw. On a failed save, a creature
loses access to Lair Actions when they are in an falls to the bottom of the pit, taking 7 (2d6)
unnatural location, such as a Building, a Mine, or even a bludgeoning damage and landing prone. On a
City. successful save, a creature moves to the nearest
Lair Actions
unoccupied space instead of falling in the pit.
On initiative count 20 (losing initiative ties), Vinushka Roots that Reap
takes a lair action to cause one of the following effects;
Vinushka can’t use the same effect two rounds in a row: 2nd-level transmutation
Casting Time: 1 action
Howling Gales: Vinushka whips the air within 60 ft. Range: 90 feet
of themselves into a near hurricane until initiative Components: M, V, S (A fistful of bark)
count 20 on the next round. All fires in the area are Duration: Instantaneous
extinguished, all fogs, gasses, and vapors are A tangle of roots erupts from a point you choose within
dispersed, and any creature flying in the area must range. Each creature in a 5-foot-radius, 10-foot-high
land by the end of their turn or fall. Any ranged cylinder centered on that point must make a Dexterity
attack that passes throught the gale automatically saving throw. A creature takes 4d6 bludgeoning damage
misses. and have its ribs broken on a failed save, or half as
Wake the Forest: Vinushka magically animates one much damage not having its ribs broken on a successful
or two trees they can see within 60 feet of one.
themselves. These trees have the same statistics as a At Higher Levels. When you cast this spell using a
treant (MM289), except they have Intelligence and spell slot of 3rd level or higher, the damage increases by
Charisma scores of 1, they can’t speak, and they 1d6 for each slot level above 2nd.
have only the Slam action option. An animated tree
acts as an ally of Vinushka. The tree remains
animate for 1 day or until it dies; until the tree dies or Broken Ribs
is more than 120 feet from Vinushka; or until Whenever a creature with broken ribs attempts an action
Vinushka takes a bonus action to turn it back into an in combat, it must make a DC 10 Constitution saving
inanimate tree. The tree then takes root if possible. throw. On a failed save, is loses its action and can’t use
reactions until the start of its next turn.
Vinushka cannot have more than Two (2) trees
animated at one time. The injury heals if the creature receives magical healing or
Surging Tides: Pools of water in the lair surge if they spend ten days doing nothing but resting.
outward in a grasping tide. Any creature within 20
feet of such a pool must succeed on a DC 23
Strength saving throw or be pulled up to 20 feet into Disease: Brain flower infestation
the water and knocked prone. A creature infested with brain flower spores quickly loses
Raging Fires: Any fires in the lair flare up drastically,
contol over its own body. At the start of their turns the
quadrupling in size (for example, a fire blazing in a 5- creature must make a DC 12 Constitution saving throw. On a
failed save the creature must move towards the nearest living
foot by 5-foot area expands to a 10-foot by 10-foot creature it can see, and attempts to kill. on a succesful save
area). Pools or streams of lava or other molten the creature doesn’t make any further saves for one minute.
material are also affected. Creatures caught in the While infested, at the end of every hour the creature must
area of an expanded fire are subject to the normal make a DC 12 constitution saving throw, losing 1d4
damage for entering or being in the fire. Creatures intelligence and charisma on a failure. Once the creatures
caught by a sudden flood of lava must succeed on a charisma reaches 0 a brain flower sprouts from the upper
DC 23 Strength saving throw or be knocked prone, half of their body, typically from the eye, or the shoulder
represent every way nature could kill you. DC 23 Strength saving throw. On a failed save, a creature
To remedy this i’ve decided to put these other murder takes 55 (10d10) bludgeoning damage, is knocked prone,
and is buried under thick mud. On a successful save, a
methods here. Each option will be organized by which creature takes half as much damage and is not buried. A
action they replace in Vinushka’s multiattack, and they - buried creature has the restrained condition, has total cover,
SHOULDN’T- change Vinushka’s CR, though i admit and can’t breathe. As an action, a creature buried in this way,
due to exhaustion i may have miscalculated. if you want or another creature within 5 feet of it that isn’t buried, can
to play it safe, consider them CR 27 when using these make a DC 17 Strength (Athletics) check. On a successful
options, especially those that replace Hailstorm of check, the buried creature no longer has the prone or
Boulders..
restrained conditions.
You can use as many of these additional abilities as Riptide. Vinushka magically creates an unnaturally powerful
you like when running Vinushka, just try to keep it in current in a body of water within 120 ft. of themselves. the
theme with the local area, unless you want them to current is a line 120 ft. long, 15 ft. wide, and can be oriented
spawn magma pillars in a meadow, it’s your game after in any direction of Vinushkas choosing, including straight
all. using muliple abilities will increase Vinushka’s CR down. Each creature in the line must make a DC 23 Strenght
to 27. saving throw or take 27 (6d8) Bludgeoning damage or be
pulled 60 ft. along the line. On a succesful save a creature
takes half the damage and is pulled only 15 ft.
Replaces: Grasping Roots
Walking Avalanche (Recharge 5-6). Vinushka digs their hands
into the ground at a point they can see within 30 ft. of
Jagged Earth. Vinushka causes the ground in a 20-foot square themselves and launches a magically conjured mass of ice
within 120 feet of themselves to sprout crystal spikes until into the air. Each creature other than Vinushka in a 30-ft.-
the start of their next turn. The area becomes difficult terrain radius, 100-ft.-high cylinder centered on that point must
for the duration. A creature takes 10 (3d6) piercing damage make a DC 23 Dexterity saving throw. On a failed save, a
for every 5 feet it moves on this terrain. creature takes 18 (4d8) bludgeoning damage plus 19 (3d12)
cold damage and is pushed vertically to the top of the
Waterspout. Ranged Weapon Attack: +15 to hit, range 120 ft., cylinder, at which point the creature falls. On a successful
one target. Hit: 40 (9d8) bludgeoning damage, and the target save, a creature takes half as much damage and is pushed to
is knocked prone if it fails a DC 23 Strength saving throw. the nearest unoccupied space outside the cylinder with no
additional effects. At the start of Vinushka’s next turn, a
Hypothermia. An arctic chill runs through a creature within mass of ice plummets to the ground on a point Vinushka can
120ft. of Vinushka. The creature must make a DC 23 see within 60 feet of the point they dug their hands into. Each
Constitution saving throw or take 35 (10d6) Cold damage creature in a 30-ft.-radius, 100-ft.-high cylinder centered on
and suffer a level of exhaustion from the cold as if exposed to that point must succeed on a DC 23 Dexterity saving throw
extreme cold. On a succesful saving throw a creature takes or take 18 (4d8) bludgeoning damage plus 18 (4d8) cold
half damage and does not gain a level of exhaustion. damage.
Volcanic Venting. The ground cracks at a point of Vinushka’s Pyroclastic Eruption (Recharge 5-6). Vinushka causes the
choosing within 120 ft. of themselves, releasing volcanic ground at a point they can see within 120 ft. of themselves to
gasses in a 20 ft.radius sphere. Each creature in the area erupt with a spectacular display of magma. Each creature in
must make a DC 23 Constitution saving throw,taking 20 a 30-foot-radius, 100-foot-high cylinder centered on that
(8d4) poison damage and being poisoned until the end of point must make a DC 23 Dexterity saving throw. On a failed
their next turn on a failed save. On a succesful save they take save, a creature takes 65 (10d12) fire damage and is ignited.
half the damage and are not poisoned. An ignited creature takes 7 (1d12) fire damage at the
beggining of its turns until it or another creature uses their
action todouse the flames. On a successful save, a creature
takes half as much damage and is not ignited. At the start of
Vinushka’s next turn, a mass molten rock rains over a point
Vinushka can see within 60 feet of the point that erupted.
Each creature in a 30-foot-radius, 100-foot-high cylinder
centered on that point must succeed on a DC 23 Dexterity
saving throw or take 32 (5d12) fire damage and be coated in
molten rock. A coated creature is restrained as the rock cools
and hardens.
Pocketcat
https://homebrewery.naturalcrit.com/share/vch3PWraZsHn
Sylvian
https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq
Gro-Goroth
https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq
Rher
https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH
Coming eventually