Herald of Spring

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This article complies with version 0.96 of Runarcana RPG

"During the winter reign, we heard footsteps on the snowy ground. Wherever it passed, vines and leaves soared upward, clearing the way for the Herald’s new season."
– Shon-Xan's Poem

The forests of Ionia, like the region as a whole, have a deep connection to the spiritual realm and the creatures native to it. Although the spirits’ relationship with each individual varies, nature and the spiritual realm go hand in hand and exist in harmony.

Among the spirits connected to nature, one stands out in the form of a majestic moose, which appears with the arrival of spring and protects the region from unnatural disturbances. The Herald of Spring is more than just a spirit or a mere protector; it is seen as a true symbol of safety and peace by those fortunate enough to see it.

Lair

The Herald of Spring dwells in and protects forests, favoring those inhabited by benevolent spirits or imbued with a high level of magic. When the Herald chooses a place to dwell, its spiritual energy influences that location.

Regional Effects

The area inhabited by the Herald of Spring is under its domain, causing its essence to alter a region with a radius of 1 mile, producing the following effects within that area:

  • Flames in open fields that are not of magical origin are extinguished; torches and campfires refuse to burn, but covered lanterns are not affected.

Additionally, creatures with the Spirit, Beast, or Plant type (or subtype) gain certain additional effects while they are within the area:

  • If a creature is native to the area, it has advantage on all Stealth checks made to hide.
  • Creatures always recover the maximum possible amount when they are the target of healing spells or effects.
  • Curse effects affecting this type of creature are suppressed while they are within the area.

The regional effects gradually fade over 1d10 days after the Herald of Spring inhabiting the Domain is killed, destroyed, or expelled.

Lair Actions

The Herald of Spring can perform certain lair actions in combat while in its Domain. The Domain does not follow the Initiative rules for creatures; instead of rolling for Initiative at the start of combat, the Domain’s Initiative is always 20, and it loses any Initiative tiebreakers.

During combat, the Dominion can perform the following lair actions:

  • Magic of the Forest. The Herald of Spring can cast, without mana or ki cost, a 3rd-level spell of either Blooming Burst or Grasping Vine, ignoring its material components.
  • Spring Strengthening. This ability can be used up to 2 times per combat. The power of the Herald of Spring flows into a creature of the Beast, Elemental, or Spirit type that has the Minion Role, strengthening it and causing it to appear in a location up to 30 feet from the Herald of Spring. The chosen creature loses its Ignoble Servant trait and gains Epic Actions, 25 additional hit points, has its attack damage dice increased by 2 categories and deals 2 additional damage dice, and can make 2 attacks per turn with a single action. Additionally, any attribute score of the creature that is less than 12 becomes 12 instead. This creature is now considered an Elite creature of CR 6.

Rewards

Item Crafting

The materials obtained from the body of a Herald of Spring retain some of their magical and healing properties and can be used to craft items:

  • The Herald of the Spring's Spiritual Antlers can be used by a creature with the Alchemist Craft to create a healing infusion capable of fully healing a creature and removing most of its Ailments.

Formulas

An Alchemist with the necessary knowledge can produce a special infusion capable of curing almost any negative effect and fully healing a creature.

Spiritual Infusion Potion (50 ml)

Craft: Alchemist 3
DC: 21
Component: Spiritual Antler and Craft set
Value: 500 GP

The healing properties of a Herald of Springs’s branches can be transformed into a special infusion capable of completely healing any creature that drinks it through delicate alchemical processes.

A character who drinks the liquid from this vial regains all hit points and is cured of any poison, disease, or curse affecting them. Drinking or administering an infusion requires one action.

20 natural. You produce 2 doses of the infusion.

Herald of Spring Sheet

Arauto do Vale (Herald of Spring by Sixmorevodka)
Herald of Spring Paragon T4 CR 6
Spirit - Beast, Large
HP AC DR Proficiency Initiative
186 (36d10+6) 12 1 +3 +1
Attributes
STR: 18 DEX: 12 CON: 14 INT: 10 WIS: 16 CHA: 13
+4 +1 +2 0 +3 +1
Additional
Senses: Darkvision 60 feet; can see the ethereal and spiritual planes. Passive Perception 16
Speed: 50 feet of walking
Skills: Insight +6, Perception +6
Languages: Spiritual, Ionian, Sylvan (telepathy 60 feet)
Experience
Collective: 2.300 Individual: 863
Defenses
Saving Throws: Wisdom +6
Damage Resistances: Simple physical damage and Poison
Damage Immunities: Cronal damage.
Conditions Immunities: Grappled, Charmed, Exhaustion, Paralysed, Petrified, and Restrained.
Characteristics
Spellcasting. The Herald of Spring has 6 Ki points that can be used to cast Level 2 or lower spells from the mysteries of Ethermancy or Oneiromancy. Additionally, the Herald of Spring is capable of using cantrips from these mysteries. The Herald of Spring’s Spellcasting attribute is Wisdom.
Charge. If the Herald of Spring moves at least 20 feet in a straight line toward a target and then hits it with a Horn attack, the target takes 20 (4d10) additional incisive damage. If the target is a creature, it must succeed on a Strength saving throw (DC 16) or falls Prone.
Attacks
Multiple Atacks. The Herald of Spring can use an attack action to perform up to 3 attacks with Hooves or Horns during its main turn.
Hooves. Melee Natural Weapon Attack, +7 to hit, 5 ft. range, one target. On a hit, deals 17 (3d8+4) Crushing damage.
Horns. Melee Natural Weapon Attack, +7 to hit, 5 ft. range, one target.. On a hit, deals 17 (2d12+4) Incisive damage.
Epic Actions
The Herald of Spring has 3 charges of epic actions and may spend one of these charges to take an action. Only one action may be used at a time at the end of another creature’s turn. At the start of the Herald of Spring’s turn, the number of charges resets to 3.
  • The Herald of Spring can perform an action and restore its reaction (if it has been used).
  • The Herald of Spring can use all or the remainder of its movement.
  • The Herald of Spring may cast a Safeguard again to protect itself from an effect.
    • Cost. When the Herald of Spring restores the shield in this way, it loses 6 health points.
Epic Resistance
Resilience Points: 62

If the Herald of Spring is about to fail a safeguard check for any effect, he can spend 8 Resilience points to succeed.
Additionally, the Herald of Spring can use the following effects:

  • Resolve (2 points): When making a saving throw to resist an effect, the Herald of Spring can spend Resilience points to gain an advantage on the roll.
  • Healing Touch (10 points). The Herald touches another creature with its horns. The target magically regains 11 (2d8 + 3) hit points. Additionally, the touch removes all diseases and neutralizes any poison affecting the target.
  • Teleport (12 points). The Herald magically teleports himself and 3 other willing creatures he can see within 5 feet of him—along with any equipment they are wearing or carrying—to a location the Herald is familiar with within 1 mile.
  • Gleaming Shield (20 points). The Herald creates a glowing magical shield around itself or another creature it can see within 60 feet. The target gains a +2 bonus to its AC until the end of the Herald's next turn.
  • Heal (40 points). The Herald magically regains 11 (2d8 + 3) hit points.
Equipment and Loot
The Herald of Spring's horns can be removed using the Dissect Formula from the Collector (Biologist) Craft with a DC of 17. On a success, the Spiritual Antlers are obtained:
  • Spiritual Antlers (Rare). Herald of Spring's Antlers can be used to create healing potions or as an arcane focus (Rod), allowing the casting of the spells Heal Wounds and Healing Word.
Runes
Runic Pulse: Pearl Pulse (Up to 2 target creatures gain 5 temporary hit points, +1 to attack rolls, and +2 to damage)
Runes: Transcendent Being, 2 uses.