Manitou, Guardian of the Sacred Balance
“Unlock the ancient, powerful force that connects all living things—discover the spiritual energy of the Manitou!”
The Manitou is a towering, majestic figure standing at 20 feet tall and weighing over 5,000 pounds. Its powerful, humanoid body is covered in bark-like skin, resembling the sturdy outer layers of ancient trees, while rose quartz veins shimmer across its form, glowing faintly with an ethereal light. Long, thick hair flows from its head, resembling cascading vines or branches, further connecting it to the natural world. When visible, its eyes burn with a wise, yet compassionate glow, radiating an aura of authority and serenity. The Manitou’s presence is often accompanied by the soft sounds of nature, like rustling leaves or distant animal calls, a reflection of its connection to the spiritual force of the land.
Behavior:
The Manitou is a deeply benevolent and protective spirit. It is calm, measured, and thoughtful, with a strong sense of duty toward the natural world and its inhabitants. It moves with a slow, deliberate grace, its every step resonating with the pulse of the earth. While the Manitou is inherently peaceful, it is fiercely protective of its territory, using its great strength and spiritual power to safeguard regions from harm. It avoids unnecessary violence, preferring to use its healing abilities and wisdom to solve problems. The Manitou communicates with both animals and people, offering counsel when needed, though it only speaks in riddles or metaphors, often invoking the mysteries of nature to guide others toward enlightenment.
Habitat:
Manitous are found in vast, unspoiled wildernesses—primarily in dense forests, expansive plains, and mountainous regions where the natural balance is at its strongest. These spirits are often tied to a specific land, which they are bound to protect and preserve. Their domains are lush and vibrant, with healthy ecosystems where the flora and fauna thrive in harmony. Sacred groves, ancient tree circles, and hidden valleys are typical locales for a Manitou’s dwelling. They may also take refuge in places of profound natural beauty, such as waterfalls or secluded mountain peaks, where they are closest to the forces of the earth.
Modus Operandi:
The Manitou’s primary role is to maintain balance and protect the natural world from imbalance or destruction. When it senses a threat to its domain—whether from destructive forces, unnatural beings, or a disturbance in the natural order—it acts swiftly and decisively. It can become invisible at will, moving through its territory undetected to assess the situation. If confrontation is necessary, it can summon the spirits of the land, manifesting a “spirit stampede” of animal spirits to overwhelm intruders or adversaries.
For those it deems worthy, the Manitou offers healing and protection, using its aura of positive energy to mend wounds and provide guidance. Its Token of Fortune blesses allies with luck, and it can even teleport to the token’s bearer, providing direct intervention when needed. The Manitou avoids direct violence unless forced into a defensive stance, preferring to use its influence over nature to neutralize threats subtly.
Motivation:
The Manitou’s central motivation is the preservation of harmony between the natural world and all living creatures within it. It is deeply attuned to the Great Spirit, a cosmic force that ties together all of existence. The Manitou’s role is to ensure that the forces of nature remain in balance, fostering growth and healing while protecting its domain from forces that would disrupt this harmony.
The spirit is driven by a deep compassion for all life, and its interventions are always aimed at the greater good—whether healing the sick, protecting endangered species, or guiding those who seek to understand nature’s mysteries. Ultimately, the Manitou seeks to maintain a balance where nature and civilization can coexist, but it will not hesitate to act decisively if this equilibrium is threatened.
Manitou 5e
Manitou Pathfinder
Manitou
Huge celestial, neutral good
Armor Class: 20 (natural armor)
Hit Points: 350 (30d12+150)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 18 (+4) | 20 (+5) | 22 (+6) | 28 (+9) | 24 (+7) |
This layout should help you easily view the Manitou‘s core abilities!
Saving Throws: Dex +12, Wis +17, Cha +15
Skills: Animal Handling +17, Nature +15, Perception +17, Survival +17, Medicine +17, Insight +15
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities: poison, psychic
Condition Immunities: charmed, frightened, paralyzed, poisoned, stunned
Senses: truesight 120 ft., passive Perception 27
Languages: Celestial, Common, Sylvan, Telepathy 120 ft.
Challenge: 18 (20,000 XP)
Proficiency Bonus: +6
TRAITS
Aura of Renewal (Recharge 5-6)
- A Manitou’s presence inspires peace and restoration. All creatures within 30 feet of the Manitou regain 10 hit points at the start of their turn. Creatures that have less than half their hit points at the start of their turn regain 15 hit points instead. The Manitou can exclude up to five creatures from this effect.
Legendary Resistance (3/Day)
- If it fails a saving throw, it can choose to succeed instead.
Divine Presence
- It exudes an aura of divine power. Any creature within 30 feet of the Manitou must succeed on a DC 22 Wisdom saving throw or be charmed by it for 1 minute. A creature can only be affected by this trait once per day.
Healing Touch (3/Day)
- As a bonus action, the Manitou can touch a creature it can see within 30 feet, healing it for 60 hit points. The healing also cures diseases, poisons, and removes any curse affecting the creature.
Spellcasting
- Its a 19th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): Guidance, Light, Mending, Thaumaturgy
1st level (4 slots): Cure Wounds, Entangle, Faerie Fire, Detect Magic
2nd level (3 slots): Lesser Restoration, Pass without Trace, Barkskin
3rd level (3 slots): Dispel Magic, Plant Growth, Revitalize (homebrew spell, restores 3d6+3 hit points)
4th level (3 slots): Freedom of Movement, Guardian of Nature, Conjure Woodland Beings
5th level (3 slots): Mass Cure Wounds, Awaken, Greater Restoration
6th level (2 slots): Heal, Heroes’ Feast
7th level (2 slots): Regenerate, Control Weather
8th level (1 slot): Earthquake, Sunburst
9th level (1 slot): True Resurrection, Storm of Vengeance
Spirit of the Earth
- As an action, the Manitou can summon a swarm of nature spirits that takes the form of a dust storm, earthquake, or stampede of wild animals. The summoned spirits fill a 30-foot radius centered on the Manitou for 1 minute. Any creature within the area must make a DC 22 Dexterity saving throw or take 4d10 force damage and be knocked prone. On a successful save, creatures take half damage and are not knocked prone.
ACTIONS
Multiattack
- The Manitou makes two Slam attacks and can cast one spell as a bonus action.
Slam (Melee Weapon Attack)
- +15 to hit, reach 15 ft., one target.
- Hit: 4d10+9 bludgeoning damage.
Call of the Wild
- As a bonus action, the Manitou can call upon animal spirits to assist in combat. It summons 1d4+1 beasts of challenge rating 2 or lower within 60 feet. These beasts are under the Manitou’s control for 1 hour or until slain. The creatures fight with advantage on attack rolls and can move freely through difficult terrain.
Spirit Blast (Recharge 5-6)
- It releases a burst of radiant force from its body, a spiritual wave that affects all creatures within 60 feet. Creatures must make a DC 22 Constitution saving throw, taking 6d10 radiant damage on a failed save, or half as much on a successful one. The Manitou can choose to spare up to five creatures from this effect.
Elemental Fury
- It channels the raw power of nature, summoning an elemental storm that affects a 30-foot radius around it. All creatures in the area must make a DC 22 Dexterity saving throw or take 4d12 fire, cold, or lightning damage (choose one damage type each time it is used). On a successful save, creatures take half damage. The Manitou can use this ability once every 3 turns.
LEGENDARY ACTIONS
The Manitou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Manitou regains spent legendary actions at the start of its turn.
- Earthquake (Costs 2 Actions): The Manitou causes the ground within 60 feet to tremble, forcing all creatures in the area to make a DC 22 Strength saving throw or be knocked prone and take 2d10 bludgeoning damage.
- Healing Touch (Costs 2 Actions): The Manitou heals a creature within 30 feet for 40 hit points.
- Divine Command (Costs 1 Action): The Manitou targets one creature it can see within 60 feet. That creature must succeed on a DC 22 Wisdom saving throw or be charmed by the Manitou until the end of its next turn.
TACTICS
- Defensive Playstyle: The Manitou is a spiritual protector who will often prioritize healing allies and maintaining control over the battlefield. It uses its Aura of Renewal to heal its allies and itself while keeping foes at bay with its Spirit Blast and Elemental Fury.
- Strategic Spell Usage: The Manitou is a skilled spellcaster, using mass healing spells and restoration magic to keep its allies in peak condition. It will summon nature’s allies (such as Conjure Woodland Beings) to outnumber enemies or create tactical advantage.
- Focus on Area Control: The Manitou utilizes Spirit Blast, Earthquake, and Elemental Fury to crowd control and keep enemies at a distance. It also excels at summoning animal spirits to overwhelm foes.
Manitou
An invisible presence suggests the shape of a giant-sized person, surrounded by a rhythm of subtle noises from the natural world.
Source Bestiary 4 pg. 192
Originally posted in Archives of Nethys
Servants of The Great Spirit a manitou is a powerful, benevolent spirit of nature that safeguards entire regions from danger, heals the sick and wounded, and preserves the balance among all creatures. When not invisible, a manitou looks like a powerfully built, long-haired humanoid with skin made of tree bark and rose quartz. A manitou stands 20 feet tall and weighs over 5,000 pounds.
Manitou CR 15 |
XP 51,200 NG Huge outsider (native) Init +10; Senses Darkvision 60 ft., detect evil, true seeing; Perception +34 Aura positive energy (10 ft.) |
DEFENSE |
AC 29, touch 18, flat-footed 22 (+3 deflection, +6 Dexterity, +1 Dodge, +11 natural, -2 size) hp 237 (19d10+133); fast healing 5 Fort +18, Ref +12, Will +17 Defensive Abilities freedom of movement, greater invisibility; DR 10/cold iron and evil; Immune acid, cold; Resist electricity 30, fire 30; SR 26 |
OFFENSE |
Speed 30 ft. Melee 2 slams +30 (4d10+12) Space 15 ft., Reach 15 ft. Special Attacks spirit stampede Spell-Like Abilities (CL 19th; concentration +26) Constant – detect evil, freedom of movement, greater invisibility, pass without trace, speak with animals, true seeing 3/day – heal, neutralize poison, restoration, summon nature’s ally VIII 1/day – earthquake |
STATISTICS |
Strength 34, Dexterity 23, Constitution 24, Intelligence 19, Wisdom 22, Charisma 25 Base Atk +19; CMB +33 (+35 bull rush); CMD 53 (55 vs. bull rush) Feats Awesome Blow, Cleave, Combat Reflexes, Dodge, Improved Bull Rush, Improved Initiative, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (slam) Skills Climb +22, Diplomacy +20, Heal +16, Intimidate +10, Knowledge (arcana, geography, history, religion) +14, Knowledge (local, planes) +17, Knowledge (nature) +26, Perception +34, Sense Motive +19, Spellcraft +14, Stealth +17, Survival +28, Swim +22 Languages Celestial, Common, Sylvan; speak with animals SQ token of fortune |
SPECIAL ABILITIES |
Positive Energy Aura (Su) Living creatures within the manitou’s aura heal 5 hit points on its turn each round. A manitou can exclude a number of creatures equal to its Charisma modifier (typically 7) from the aura’s effect, and can cease or resume the aura as a free action. Spirit Stampede (Su) Every 1d4 rounds, it can call upon animal spirits to attack, affecting a 60-foot cone and dealing 10d6 points of force damage (Reflex DC 26 half). Using this ability temporarily weakens the Manitou’s connection with the natural world, halting its positive energy aura until the stampede is ready to be used again. Token of Fortune (Su) A manitou can imbue an small object, such as a stone or necklace, with its blessing. The object’s bearer and any allies within 10 feet gain a +2 luck bonus on saving throws. The manitou can use scrying on the token at will. The manitou can teleport to it (without error) once per day as a swift action. These abilities are lost if the token leaves the Manitou’s territory. A manitou may only have one token active at a time. |
ECOLOGY |
Environment any plains or forests Organization solitary Treasure standard |