b'Avatar of Forests \n'b'  Gargantuan   elemental ,  unaligned  \n'b'  Armor Class  19 (natural armor)  Hit Points  350 (20d20+140)  Speed  55 ft.\n'b' STATS STR: 25 (+7) DEX:  8 (-1)  CON:  24 (+7)  INT:  18 (+4)  WIS:  23 (+6)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6  Skills   Arcana  +11,  Athletics  +14,  History  +18,  Nature  +18,  Perception  +13  Damage Resistances  acid, cold, lightning, necrotic, psychic; bludgeoning; piercing  Damage Immunities  poison  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  petrified ,  poisoned ,  prone   Senses  blindsight 120 ft., tremorsense 40 ft., passive  Perception  23  Languages  Soburi (Common); telepathy 120 ft. \n'b' Challenge  22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Creature Lair . The avatar\xe2\x80\x99s body is spread out across a 50-foot radius of plants and terrain. At the start of its turn, a creature within sight of the avatar can make a DC 16  Wisdom  ( Perception ) check to spot the exact area it is in. A creature that has failed to spot the specific area that the avatar inhabits has disadvantage on  attack  rolls against it. When the avatar spends more than 10 minutes in one area, a grove of trees permanently appears in a 100-foot radius around it. \n'b'  Innate Spellcasting . The avatar\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 21, +13 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  Constant :  speak with plants ,  tongues  \n'b'  At will :  cure wounds ,  detect evil and good ,  detect magic ,  protection from evil and good  \n'b'  3/day each :  protection from energy ,  spike growth  \n'b'  2/day each :  blight ,  confusion ,  conjure minor elementals ,  hallucinatory terrain  \n'b'  1/day each :  awaken ,  commune with nature ,  conjure elemental ,  dispel evil and good ,  tree stride  \n'b'\n'b'  Legendary Resistance (3/Day) . If the avatar fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The avatar has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The avatar\xe2\x80\x99s weapon attacks are magical. \n'b'  Pain Threshold . Any attacks or spells that deal 6 points of damage or less (after vulnerabilities and resistances) do not deal any damage to the avatar. \n'b'  Regeneration . At the end of its turn, if the avatar has not taken any fire or slashing damage since its last turn, it heals 20  hit points . \n'b'  Swallowing Pit . The avatar uses a bonus action to open a 10-foot radius pit beneath a creature within its area, swallowing a Huge  size  or smaller creature. A swallowed creature is  blinded  and  restrained . While inside the avatar a creature has total  cover  against attacks and any effects occurring outside of the avatar, but the massive creature\xe2\x80\x99s insides grind and pulp the swallowed creature, dealing 25 (4d8+7) bludgeoning damage at the start of each of the avatar\xe2\x80\x99s turns. Should the avatar take 40 or more damage from inside of its body inside of a single turn, it must succeed a DC 22  Constitution  saving throw at the end of that turn. On a failed saving throw any creature swallowed by the avatar is regurgitated, gaining the  prone  condition and landing in a space within 20 feet of the avatar\xe2\x80\x99s corpse. Should the avatar die while living creatures are inside of it, swallowed creatures lose the  restrained  condition, and exit  prone  after spending 20 feet of movement. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The avatar attacks four times with its vines twice with its slam. \n'b'  Slam .  Melee Weapon Attack : +14 to hit, reach 15 ft., one target.  Hit : 16 (2d8+7) bludgeoning plus 9 (2d8) piercing damage. \n'b'  Vine .  Melee Weapon Attack : +14 to hit, reach 30 ft., one target.  Hit : 17 (3d6+7) bludgeoning damage. If the target is a creature, it is  grappled  (escape DC 22). \n'b'\n'b' LAIR ACTIONS \n'b' On  initiative  count 20 (losing all  initiative  ties), the avatar can use one of its lair action options. It can\xe2\x80\x99t do so while  incapacitated  or otherwise unable to take  actions . If surprised, the avatar can\xe2\x80\x99t use one until after its first turn in the combat. \n'b'\n'b' The avatar stores one of its souls into a thatch of trees, instilling in it a concentration spell that allows for the avatar to concentrate on a new spell. The avatar can store no more than 3 souls this way at a time. A thatch of trees that gets destroyed (AC 8, 13  hit points ) ends the concentration spell. \n'b' Grasping weeds and vines sprout from the ground in a 30-foot radius around the avatar. Until the start of the avatar\xe2\x80\x99s next turn, the ground in the area is  difficult terrain . A creature in the area when the avatar uses this lair action succeeds on a DC 22  Strength  saving throw or it is  restrained  by the entangling plants for the duration. A creature  restrained  by the plants can use its action to make a DC 22  Strength  check, freeing itself on a success. The avatar changes the location of its pit and up to seven contiguous 5-foot squares of vegetation, rearranging a section of the map. A creature standing on a square that the pit moves to can use its  reaction  to make a DC 22  Strength  ( Athletics ) or  Dexterity  ( Acrobatics ) check to  jump  away to solid ground. On a failure a creature falls down into the pit, taking 7 (2d6) bludgeoning damage and landing  prone . \n'b'\n'b' ABOUT \n'b' The sacred and potent artifacts, shrines, and creations of nature are often protected by a dangerous beast or powerful fey, but the most treasured of them all are defended by the very forests around them. Each of these enchanted groves are like leaves upon a branch of the Avatar of Forests-even if every one of an enchanted grove\xe2\x80\x99s trees is felled or burned, it cannot ever truly be destroyed. The creature\xe2\x80\x99s memory is as old as the first seedling and when it has been offended or wounded it remembers its attacker, sometimes waiting millenia before taking vengeance against a much weaker descendant. To dissuade this entity from pursuing revenge one must not just trim its metaphysical body-they need to chop a bough off of it instead.'