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God, Glooscap

Glooscap
Midjourney

Glooscap is a complex and multi-faceted deity, revered for his wisdom, kindness, and powerful magic. As a god of nature and the natural world, he is deeply connected to the forces of the earth, air, fire, and water. He is said to have the power to control the elements, shape the land, and communicate with animals and spirits.

  • Pantheon: North American Pantheon
  • Deity Title: Creator and Transformer
  • Deity Symbol: A beaver gnawing on a tree or a magic bag filled with the materials for creation.
  • Home Plane: The Material Plane or the Beastlands, where he is said to reside and shape the world according to his will.
  • Deity Level: Greater Deity
  • Alignment: Chaotic Good
  • Aliases: Gluskab, Gluskabe, Gluskapi, among others.
  • Superior: None, he is considered a standalone deity with ultimate power over creation and transformation.
  • Traditional Allies: Grandmother Woodchuck and Tabaldak, two other nature spirits who work alongside him in shaping the world.
  • Traditional Foes: Malsumis, an evil spirit of the woods, and the Evil Frog-Monster, a malevolent creature who preys on the innocent.
  • Divine Artifact: The Magical Bag, which is said to contain all the materials needed for creation and transformation.
  • Servants: Me-koom-wee-soo, Nogami, Nataoa-nsen, and Mother of the Mi’kmaq, three spirits who assist Glooscap in his duties and maintain balance in the natural world.
  • Servitor Creatures: None, although Glooscap may call upon the creatures of the earth to aid him in his tasks.
  • Sacred Animal: Beaver, which represents Glooscap’s industrious and transformative nature.
  • Manifestations: Giant Beaver, in which Glooscap may manifest himself in the physical world to shape the environment and aid his worshipers.
  • Signs of Favor: Good weather and abundance in hunting and fishing, as well as successful crops, are seen as blessings from Glooscap.
  • Worshipers: The Algonquian peoples, Abenaki, and Mi’kmaq, who worship Glooscap as the creator and transformer of the world and seek his guidance in the natural world.
  • Cleric Alignments: Chaotic Good, reflecting his benevolent but unpredictable nature.
  • Specialty Priests: None, although some druids and shamans may serve as spiritual leaders in his worship.
  • Holy Days: Unknown, although there may be seasonal celebrations and rituals dedicated to him and the natural world.
  • Portfolio: Creation, Hunting, Fishing, Agriculture, and Weather, reflecting his role in shaping the natural world and providing for his worshipers.
  • Domains: Life, Nature, and Weather, reflecting his power over creation and transformation.
  • Favored Weapon: The bow or spear are associated with his connection to hunting and the natural world.
  • Favored Class: Druid, reflecting his connection to nature and the wilderness.
  • Favored Race: Algonquian peoples, as they are the primary worshipers of Glooscap and have a strong cultural connection to the deity.
  • Duties of the Priesthood: To protect and maintain the natural world, promote good weather and abundance in hunting and fishing, and oversee agricultural practices. The priesthood may also offer guidance and protection to Glooscap’s worshipers and perform rituals to ensure the deity’s continued blessings.
  • Major Cult/Temple Sites: The Annapolis Valley, the Bay of Fundy, and Abegweit (Prince Edward Island), which are regions where Glooscap is worshipped and revered by the local indigenous peoples.
  • Benefits: Protection and guidance in hunting, fishing, agriculture, and weather control, as well as good luck and prosperity in all endeavors

Glooscap is often depicted as a wise and compassionate being, who uses his powers for the greater good. He is known for his teachings, which emphasize the importance of living in harmony with nature, respecting the spirits that inhabit the natural world, and using one’s gifts wisely. He is also known for his cunning and wit, which he uses to outsmart evil spirits and protect his followers.

Glooscap is often depicted as a trickster, using his wit and cunning to play pranks on humans and spirits alike. These pranks are not done maliciously, but rather to teach a lesson or to test the wit of those around him. This aspect of his personality is also reflected in his followers, who often employ trickery and cunning to achieve their goals and to protect themselves from harm.

As a deity of wisdom, Glooscap is revered by those who seek knowledge and understanding of the world. He is often depicted as a teacher and mentor, guiding his followers on their spiritual journeys and imparting important lessons about the nature of the world and the importance of living in harmony with it.

Glooscap is worshiped by those who seek to live in harmony with nature and to understand its ways. He is also revered by those who seek guidance, protection, and wisdom in their lives. Glooscap is often depicted as a protector, using his powers to defend his followers from harm and to bring peace and balance to the world.

Glooscap is also associated with several creatures, such as the beaver, moose, and bear, all of which are said to be his messengers or allies. These creatures symbolize the power and majesty of nature, and are often depicted in Glooscap’s stories and legends.

Glooscap has a brother, who is often portrayed as a rival or an antagonist. This brother, known as Malsumis, is often depicted as a god of darkness and chaos, who seeks to upset the balance of the natural world and bring harm to Glooscap’s followers. Despite this, Glooscap is said to show compassion and mercy towards his brother, even in the face of his greatest challenges and obstacles.

Glooscap is depicted as a tall and imposing figure, with a muscular build and broad shoulders. He has piercing eyes that gleam with intelligence and an unwavering spirit. His hair is dark and wild, cascading down his back in untamed locks. His skin is bronze, a symbol of his connection to the earth and the natural world.

He wears simple yet elegant robes, adorned with symbols and sigils that reflect his powers and wisdom. Despite his imposing appearance, Glooscap has a gentle demeanor and is known for his kindness and compassion towards all living creatures. He is fiercely protective of his brother, the trickster spirit Malsum, and is often seen as a mentor and guide to the other spirits of the natural world. Glooscap is revered by many cultures as a powerful and wise deity, who uses his powers to bring balance and harmony to the world.

In conclusion, Glooscap is a complex and multi-faceted deity, revered for his wisdom, kindness, and powerful magic. He is a symbol of hope and protection for his followers, and a force for balance and harmony in the natural world. Whether viewed as a deity of nature, a trickster, or a protector, Glooscap remains a central part of the Mi’kmaq identity and a source of inspiration and guidance in the world.

Glooscap, The Legendary Hero of the Wabanaki People

Glooscap, The Legendary Hero of the Wabanaki People
Midjourney

Divine Rank: Lesser Deity

Alignment: Chaotic Good, Portfolio: Creation, Hunting, Fishing, Protection, and Weather,

Armor Class: 30 (natural armor)

Hit Points: 750 (50d20+300)

Speed: 60 ft.

STRDEXCONINTWISCHA
30 (+10)20 (+5)30 (+10)26 (+8)30 (+10)28 (+9)

Skills: Arcana +20, Insight +20, Medicine +20, Nature +20, Perception +20, Religion +20, Survival +20

Senses: truesight 120 ft., passive Perception 30

Languages: all languages

Damage Resistances: cold, fire, lightning, radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Saving Throws: Str +20, Dex +15, Con +20, Int +18, Wis +20, Cha +19

Divine Awareness: Glooscap is aware of all events occurring within a 10-mile radius of their position.

Divine Aura: Glooscap exudes an aura that grants a +5 bonus to all saving throws and deals 10d10 radiant damage to any hostile creature within a 30-foot radius of them.

Divine Realm: Glooscap resides in the Beastlands, a vast wilderness that reflects their portfolio and power.

ACTIONS

Glooscap can make up to three attacks per turn, choosing from the following options:

  • War Club. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 50 (4d12+10) bludgeoning damage.
  • Longbow. Ranged Weapon Attack: +20 to hit, range 150/600 ft., one target. Hit: 35 (4d10+10) piercing damage.
  • Nature’s Blessing. As an action, Glooscap can use his connection to nature to bless himself or an ally within 30 feet. The target gains temporary hit points equal to Glooscap’s Wisdom modifier (minimum of 10) and advantage on all saving throws against spells and magical effects for one minute.

LEGENDARY ACTIONS

Glooscap can take up to three legendary actions per turn, 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. Glooscap regains spent legendary actions at the start of their turn.

  • War Cry. Glooscap lets out a mighty roar that grants all allies within a 60-foot radius advantage on their next attack roll or ability check.
  • Lightning Arrow. Glooscap imbues their next ranged weapon attack with the power of lightning. The attack deals an additional 30 (5d10) lightning damage and stuns the target for one round.
  • Creation: Glooscap can create objects out of natural materials with his magic. Once per day, he can create a non-magical object, such as a shelter, a boat, or a hunting tool, that is no larger than a 10-foot cube.
  • Hunting: Glooscap is a skilled hunter and can track prey with ease. He gains advantage on Wisdom (Survival) checks to track animals, and once per day, he can cast Hunter’s Mark on a creature he can see within 120 feet.
  • Fishing: Glooscap is a master fisherman and can catch fish even in the most challenging conditions. Once per day, he can catch enough fish to feed himself and up to five other people for a day.
  • Protection: Glooscap has the power to protect himself and others from harm. Once per day, he can cast Protection from Energy, choosing one damage type, for up to 10 creatures within 30 feet of him.
  • Transformation: Glooscap can transform himself or others into animals or other forms with his magic. Once per day, he can cast Polymorph, targeting himself or a willing creature he can touch.

SPELLS

Glooscap has access to all spells in the Nature, Hunting, Wisdom, and Protection domains.

DIVINE ARTIFACT

Glooscap wields the legendary War Club, a powerful weapon that deals massive damage and has special abilities.

The War Club is a magical weapon that deals an extra 2d10 bludgeoning damage on hit, and has the following properties:

Shapechanger Bane. The War Club deals an additional 3d10 damage to shapechangers, such as werewolves, werebears, and other lycanthropes.

Thunderous Strike. Once per long rest, when Glooscap hits a creature with the War Club, they can choose to activate the Thunderous Strike ability. This creates a shockwave that deals an additional 10d10 thunder damage to all creatures within a 30-foot radius of Glooscap, and knocks them prone. A DC 25 Strength saving throw reduces the damage by half and negates the prone effect.

Armor of the Forest. Glooscap wears the Armor of the Forest, a magical set of armor made from woven tree bark and animal hides. The armor grants Glooscap resistance to all nonmagical damage and a +5 bonus to AC.

REGIONAL EFFECTS

Glooscap’s presence has a profound effect on the natural world within a 100-mile radius of their location. These effects reflect their portfolio and are as follows:

  • Nature’s Bounty. The land within the radius of Glooscap’s divine presence is rich in wildlife and resources, and hunting and foraging checks made within the area have a +10 bonus.
  • Sacred Ground. The land around Glooscap’s domain is considered sacred, and creatures within the area cannot be charmed, frightened, or possessed by evil spirits.
  • Divine Protection. All creatures within the radius of Glooscap’s presence have resistance to cold, fire, and lightning damage, and a +5 bonus to all saving throws.

CHALLENGE RATING

Glooscap’s challenge rating is 30. However, due to their legendary status and power, they can also have regional effects and lair actions that reflect their role in Wabanaki mythology. These can increase the challenge rating and provide an even greater challenge for high-level adventurers.

Servants

Me-koom-wee-soo, Nogami, and Nataoa-nsen are spiritual figures from Native American folklore who are said to have assisted Glooscap in his duties and helped maintain balance in the natural world.

Together, Me-koom-wee-soo, Nogami, and Nataoa-nsen represent the importance of balance and harmony in nature, and the crucial role that spiritual beings play in maintaining that balance.

Me-koom-wee-soo, Guardian of Nature

Me-koom-wee-soo, Guardian of Nature
Midjourney

Me-koom-wee-soo is a powerful spirit in Mi’kmaq mythology who has been assisting Glooscap in his duties for centuries. He is known for his wisdom and ancient knowledge, as well as his ability to communicate with animals and control the elements of nature. Me-koom-wee-soo is often depicted as a tall and imposing figure with a regal bearing, deep-set eyes, and a commanding presence.

As a guardian of the natural world, Me-koom-wee-soo is deeply committed to maintaining balance and harmony in all things. He believes that humans and animals must live in harmony with nature, and he takes it upon himself to ensure that this balance is maintained. Me-koom-wee-soo spends much of his time wandering through the forests, communing with animals and plants, and observing the rhythms of nature.

Despite his immense power, Me-koom-wee-soo is a humble and gentle spirit who prefers to avoid confrontation whenever possible. He is quick to offer guidance and advice to those who seek it, but he is also quick to forgive those who have strayed from the path of harmony. Me-koom-wee-soo’s ultimate goal is to protect the natural world and ensure that it remains a healthy and vibrant place for all creatures to thrive. He sees himself as a caretaker of the earth and its creatures, and he is willing to do whatever it takes to ensure that they are safe and protected.

Me-koom-wee-soo, Guardian of Nature

Armor Class: 18 (natural armor)
Hit Points: 240 (20d10 + 120)

STRDEXCONINTWISCHA
241622202622

Speed: 50 ft., climb 40 ft.
Skills: Nature +15, Perception +15
Senses: passive Perception 25, truesight 120 ft., darkvision 120 ft.

CR 20

Actions:

  • Multiattack. Me-koom-wee-soo makes three attacks: two with his claws and one with his bite.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 6) piercing damage.
  • Elemental Blast. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 40 (10d8) force damage.

Legendary Actions:

Me-koom-wee-soo can take three legendary actions per turn, 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. Me-koom-wee-soo regains spent legendary actions at the start of its turn.

  • Detect. Me-koom-wee-soo makes a Wisdom (Perception) check.
  • Roar. Me-koom-wee-soo lets out a deafening roar. Each creature within 60 feet of Me-koom-wee-soo must make a DC 20 Wisdom saving throw or become frightened for 1 minute.
  • Wild Shape. Me-koom-wee-soo shapeshifts into a different form of a Large or smaller creature that he has seen before.

Lair Actions:

On initiative count 20 (losing initiative ties), Me-koom-wee-soo can take a lair action to cause one of the following magical effects:

  • Roots and vines burst from the ground, creating difficult terrain within 120 feet of Me-koom-wee-soo. Each creature on that area must make a DC 20 Strength saving throw or be restrained until the end of their next turn.
  • A rain of thorns showers down in a 60-foot radius around Me-koom-wee-soo. Each creature in that area must make a DC 20 Dexterity saving throw or take 30 (6d10) piercing damage.
  • Me-koom-wee-soo summons a swarm of insects to attack his enemies. Each creature within 60 feet of Me-koom-wee-soo must make a DC 20 Constitution saving throw or take 30 (6d10) poison damage and be poisoned until the end of their next turn.

Description:

Me-koom-wee-soo is a towering, imposing figure that stands over 10 feet tall. His muscular form is covered in sleek, black fur, and his piercing blue eyes seem to glow with an inner power. Sharp claws extend from his large paws, and his jaws are filled with razor-sharp teeth.

Nogami, the Grandmother

Nogami, the Grandmother
Midjourney

Nogami, the Grandmother, roams the forests and meadows of the world, spreading her blessings wherever she goes. Her ageless face carries a serene smile, and her sparkling eyes hold the wisdom of eons. Nogami is a kind and nurturing soul, always ready to heal wounds and comfort the troubled. She is also mischievous and playful, with a sense of humor that can be both charming and exasperating.

Nogami’s existence is intertwined with the natural world. She feels a deep connection to all living things, from the smallest insect to the mightiest tree. Her magic is infused with the energy of the seasons, and she uses it to help maintain the balance of the natural order. Nogami believes that every creature has a role to play in the grand scheme of things, and she seeks to guide them to fulfill their purpose.

Despite her benevolent nature, Nogami is not afraid to confront evil when necessary. She despises those who seek to harm or exploit the innocent and will use her powers to protect them. Nogami has a particular disdain for those who would harm the natural world, and she will go to great lengths to stop them.

Nogami’s ultimate goal is to create a world where all living things can thrive in harmony. She dreams of a future where the forests and fields are teeming with life, where the air is pure, and the waters are clean. To achieve this goal, Nogami believes that it is essential to inspire others to act with kindness and compassion. She travels the world, spreading her message of love and hope, hoping to touch the hearts of all those she meets.

Nogami, the Grandmother

Medium fey, chaotic good

Armor Class 16 (natural armor)

Hit Points 280 (40d8 + 80)

Speed 40 ft.

STRDEXCONINTWISCHA
12 (+1)18 (+4)14 (+2)30 (+10)30 (+10)30 (+10)

Skills Arcana +20, Medicine +20, Nature +20, Perception +20 Senses truesight 120 ft., passive Perception 30 Languages Common, Sylvan, Celestial

Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If Nogami fails a saving throw, she can choose to succeed instead.

Magic Resistance. Nogami has advantage on saving throws against spells and other magical effects.

Actions

  • Staff of the Grandmother. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 25 (5d8) radiant damage. The target must succeed on a DC 25 Wisdom saving throw or be charmed by Nogami for 1 minute. While charmed, the target regards Nogami as a trusted friend to be heeded and protected.
  • Cast a Spell. Nogami casts a spell from her list of spells.
  • Healing Touch. Nogami touches another creature. The target magically regains 60 (10d10 + 20) hit points and is freed from any curse, disease, poison, blindness, or deafness.
  • Guiding Light. Nogami can choose a creature within 60 feet and grant them a guiding light, giving them advantage on their next attack roll, ability check, or saving throw.
  • Blessing of the Seasons. Nogami can call upon the power of the seasons to grant a blessing to her allies. She can choose one of the following blessings:
  • Spring Renewal: Nogami grants her allies 4d6 temporary hit points.
    • Summer Heat: Nogami’s allies gain immunity to fire damage and deal an extra 2d6 fire damage on their next attack.
    • Autumn Harvest: Nogami’s allies regain 4d6 hit points.
    • Winter’s Chill: Nogami’s enemies within 60 feet must make a Wisdom saving throw (DC 28) or take 8d6 cold damage and be slowed until the end of their next turn.

Reactions

Divine Intervention. When a creature within 120 feet of Nogami is reduced to 0 hit points, she can use her reaction to magically heal the creature for 72 (12d10 + 20) hit points.

Spells

  • Cantrips (at will): druidcraft, guidance, light, sacred flame, spare the dying, thaumaturgy
  • 1st level (4 slots): cure wounds, detect magic, entangle, faerie fire, fog cloud, goodberry, healing word, thunderwave
  • 2nd level (3 slots): barkskin, enhance ability, lesser restoration, moonbeam, pass without trace, protection from poison
  • 3rd level (3 slots): call lightning, dispel magic, plant growth, protection from energy, speak with plants, water breathing
  • 4th level (3 slots): freedom of movement, giant insect, greater invisibility, stone shape
  • 5th level (2 slots): commune with nature, greater restoration, tree stride
  • 6th level (1 slot): heal, transport via plants

Lair Actions

At the start of each of Nogami’s turns, she can take one lair action. She can’t use the same lair action two rounds in a row.

  • Nature’s Blessing. Nogami calls upon the spirits of nature to bless her allies. Allies within 120 feet of Nogami regain 20 hit points at the start of their turns. This effect lasts until the end of the encounter or until Nogami uses this lair action again.
  • Guiding Light. Nogami uses her Guiding Light action.
  • Seasonal Blessing. Nogami uses her Blessing of the Seasons action.

Legendary Actions

Nogami 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. Nogami regains spent legendary actions at the start of her turn.

  • Cast a Spell. Nogami casts a spell from her list of spells.
  • Dispel Magic. Nogami targets one spell effect within 120 feet of her and attempts to dispel it. The DC to dispel the effect is 20 + the spell’s level.
  • Charm. Nogami targets one creature she can see within 30 feet of her and attempts to charm it. The creature must succeed on a DC 25 Wisdom saving throw or be charmed by Nogami for 1 minute. While charmed, the target regards Nogami as a trusted friend to be heeded and protected.

Magic Items

Beads of Nogami. These beads are worn around the neck and provide the wearer with immunity to disease, poison, and being charmed. The beads also grant the wearer advantage on all saving throws against spells and other magical effects.

Staff of the Grandmother. This ornate staff is carved from a sturdy piece of wood and adorned with intricate carvings. The staff is imbued with Nogami’s power, allowing her to channel radiant energy and charm her enemies.

Physical Description

Nogami is the grandmother of Nanabozho in Ojibwe traditional stories and is a character in Henry Wadsworth Longfellow’s poem, The Song of Hiawatha. She is known for her wisdom and guidance, and for raising Hiawatha. Nogami is often depicted as an old woman with a kind and gentle demeanor.

Nogami appears as a kind, elderly woman with warm, nurturing eyes. She wears a long, flowing robe adorned with intricate patterns and symbols of the natural world. Her hair is long and gray, and she carries a wooden staff adorned with various natural elements. Despite her age, Nogami moves with a surprising grace and agility, and her mere presence exudes an aura of tranquility and calm.

Nataoa-nsen, Lord of the Rivers

Nataoa-nsen, Lord of the Rivers
Midjourney

Nataoa-nsen is a spirit from Mi’kmaq folklore who is associated with rivers and marine life. He is said to have a close relationship with Glooscap and often aids him in his tasks. Nataoa-nsen is often depicted as a powerful figure with a muscular build and a stern expression.

Nataoa-nsen is a powerful fey lord of the rivers, associated with the ocean and marine life. He is a legendary figure from Mi’kmaq folklore, known for his immense strength and mystical powers. Nataoa-nsen is revered as a protector of the waters and all creatures that live within them.

Nataoa-nsen is said to have a close relationship with Glooscap, the legendary hero of the Mi’kmaq people, and often aids him in his tasks. He is a fierce defender of the natural world, and will go to great lengths to protect it from those who seek to harm it.

Nataoa-nsen is a force to be reckoned with, feared by many and respected by all. He is often depicted as a towering figure with a muscular build, a stern expression, and a crown of antlers upon his head. Despite his fearsome appearance, Nataoa-nsen is known for his compassion and deep love for the natural world.

Nataoa-nsen’s ultimate goal is to ensure the health and well-being of the waters and all creatures that inhabit them. He will stop at nothing to achieve this goal, and will use his immense powers to protect the natural world from those who would seek to harm it.

Nataoa-nsen, Lord of the Rivers

Medium fey, chaotic neutral

Armor Class 18 (natural armor)

Hit Points 330 (40d8 + 160)

Speed 40 ft., swim 60 ft.

STRDEXCONINTWISCHA
30 (+10)24 (+7)18 (+4)22 (+6)22 (+6)26 (+8)

Skills Perception +17, Stealth +17

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses truesight 120 ft., passive Perception 27

Languages all languages, telepathy 120 ft.

Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If Nataoa-nsen fails a saving throw, he can choose to succeed instead.

Magic Resistance. Nataoa-nsen has advantage on saving throws against spells and other magical effects.

Amphibious. Nataoa-nsen can breathe air and water.

Innate Spellcasting. Nataoa-nsen’s spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: detect magic, fog cloud, gust of wind, invisibility, lightning bolt, misty step, shape water, water breathing
  • 3/day each: control water, earthquake, tidal wave
  • 1/day each: control weather, tsunami

Actions

Multiattack. Nataoa-nsen makes three attacks: one with his bite or tail slap and two with his claws.

  • Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage.
  • Tail Slap. Nataoa-nsen slaps his tail against the ground, creating a shockwave that deals 30 (6d8) bludgeoning damage to all creatures within 15 feet of him. Any creature that fails a DC 24 Dexterity saving throw is knocked prone.

Legendary Actions

Nataoa-nsen 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. Nataoa-nsen regains spent legendary actions at the start of his turn.

  • Detect. Nataoa-nsen makes a Wisdom (Perception) check.
  • Water Blast. Nataoa-nsen unleashes a powerful blast of water at a target within 60 feet. The target must succeed on a DC 24 Strength saving throw or be pushed up to 20 feet away from Nataoa-nsen and knocked prone.
  • Chomp. Nataoa-nsen makes a bite attack against a target within 10 feet.
  • Summon the Rapids. Nataoa-nsen summons a powerful current of water that rushes through the lair, dealing 20 (4d8) bludgeoning damage to any creature in its path. Nataoa-nsen can move with the current without taking damage.
  • Whirlpool (Costs 3 Actions). Nataoa-nsen creates a whirlpool in a 30-foot radius centered on a point within 120 feet of him. Creatures within the area must make a DC 24 Strength saving throw or take 35 (10d6) bludgeoning damage and be pulled towards the center of the whirlpool. On a successful save, a creature takes half as much damage and isn’t pulled towards the center. The whirlpool lasts for 1 minute or until Nataoa-nsen uses this action again to dismiss it.

Reactions

Water Shield. When a creature targets Nataoa-nsen with an attack, he can create a shield of water that increases his AC by 5 until the end of the turn. The attacker takes 17 (5d6) cold damage on a failed attack or half as much damage on a successful one.

Lair Actions

  • Water Trap. The lair floods with water, creating difficult terrain for creatures other than Nataoa-nsen. Any creature that starts its turn in the water must succeed on a DC 20 Strength saving throw or be restrained until the end of its turn.
  • Dam Construction. Nataoa-nsen summons a group of beavers to construct a dam in the lair. The dam creates a wall of water that flows throughout the lair, dealing 20 (4d8) bludgeoning damage to any creature in its path. The dam can be destroyed by dealing 50 points of damage to it.
  • Call of the Beaver. Nataoa-nsen lets out a mighty call that summons 1d4 Castoroides (Giant Beavers) to aid him in battle. These beavers have the same stats as a Castoroides (Giant Beaver).

Nataoa-nsen is a mighty and imposing figure, standing at over 7 feet tall. He has a muscular build, with sleek, dark fur covering his body. His sharp, beaver-like teeth are always bared, and his stern expression is enough to intimidate even the bravest of warriors. Nataoa-nsen moves with fluid grace, whether he is swimming through the ocean or stalking through the forest. He radiates a powerful aura that commands respect and awe, and his presence alone is enough to instill fear in his enemies.

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