Mortanimus

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Druids and primal witches often live dozens or even hundreds of years longer than others of their species, but even they die eventually. When a primal spellcaster of great power dies, its soul might manifest as a Mortanimus. These are enormous, ethereal spirits that often take the form of an animal that most closely represents the beliefs or personality of the deceased creature. These spirits are generally reserved, but benevolent. They rarely involve themselves in mortal affairs, but can make terrifying adversaries if provoked to action.

Mortanimus

Monster Level: 40
Huge (Tall). Undead, Humanoid (Primal)
STR DEX END AWR INT CHA
9 4 12 10 4 5
Ref: 14 Fort: 22 Ant: 20 Log: 14 Will: 15
Resist Primal 5, Psionic 10, Occult 10
Armor Rating 20 Vulnerable Arcane 1, Divine 1
Hit Points 550 Immune Nonmagical Weapons
Speed 50 ft, Fly 50 ft Senses Darkvision 300 ft
Traits Ethereal, Invisible, Iron Will, Steel Mind, Unerring Mind, Vigilant, Regen 10
Features
Ancient Wisdom. The Mortanimus automatically succeeds any Survival skill check besides Sneaking.

Ethereal Limit. The Mortanimus deactivates its Ethereal and Invisible traits when it deals damage. Supreme Invocationist (6/Rest). The Mortanimus can cast any primal invocation in half the time it normally takes. Primal Chants. Using AWR, the Mortanimus can cast Poison Spores and Foreboding Menace each at their highest Primal Tier. Primal Master. Using AWR, the Mortanimus can cast the following primal chants and spells. It has 150 SP/Rest. Animal Bond, Animate Plants, Avianism, Bloom, Commune with Beast, Crawling Vine, Creeping Fear, Ecstasy, Gust, Mists of the Everwilds, Nature’s Bounty, Nature’s Remedies, Nighteye, Padfoot, Piscism, Polymorph, Summon Beast, Summon Elemental, Summon Fae, Summon Monster, Wall of Briars.

Actions

The Mortanimus can take FOUR of the following actions, or take the same action four times.

Move. The Mortanimus can move up to its speed.

Spirit Emissary. The Mortanimus can activate or deactivate its Ethereal and/or Invisible traits. Cudgel. Reach 15 ft, One-Handed Weapon. +9 vs AR. Hit: 16 (2d6+9) blunt.

Chant. The Mortanimus casts one of its primal chants.

OR the Mortanimus can take TWO of the following actions, or take the same action twice...

Move. The Mortanimus can move up to its speed.

Spirit Emissary. The Mortanimus can activate or deactivate its Ethereal and/or Invisible traits. Cudgel. The Mortanimus can use its Cudgel attack. Chant. The Mortanimus casts one of its primal chants.

...AND take ONE of the following actions.

Slam. 10ft Radius Natural Weapon. +9 vs FORT of each creature within the radius. Hit: 16 (2d6+9) blunt and the creature falls prone.

Drink of the Earth. If the Mortanimus is standing directly on vegetation or soil, it regains 13 (2d12) HP; it repeats this ability at the start of its next turn for free, without spending an action to do so. Spell. The Mortanimus can cast one of its spells that costs fewer than 30 SP. Wild Shape (Recharge 6). The Mortanimus shapeshifts into the form of any Beast of ML 15 or lower. It gains the beast’s stats. When it runs out of HP as the beast, it reverts to its original form, taking any remaining damage.

OR the Mortanimus can take TWO of the following actions, or take the same action twice.

Drink of the Earth. The Mortanimus uses its Drink of the Earth ability.

Spell. The Mortanimus can cast one of its spells that costs fewer than 30 SP. Wild Shape (Recharge 6). The Mortanimus uses its Wild Shape ability.

OR the Mortanimus can take ONE of the following actions.

Spell. The Mortanimus can cast one of its spells that costs 30 or more SP.

Summon Woodland Spirits (Recharge 6). The Mortanimus summons 3d4 beasts of ML 4 or lower. Summon Verdant Wrath (1/Recoup). The Mortanimus takes 26 (4d12) damage and summons 2 Arboreans (each can be Birch, Oak, Pine, or Willow). It can only use this ability when it is Bloodied.

Reactions
Engaging Exploit (1/Round). When a creature attempts to move out of reach of the Mortanimus’s cudgel, it can make a reactive cudgel attack. If it hits, the creature falls prone and cannot move for the remainder of its turn.