Forest Master

Large celestial (unicorn), Neutral Good

Armor Class

16 (natural armor)

Hit Points

105 (14d10 + 28)

Speed

walk 50 ft.

Saves

int +4, wis +7

Skills

insight +7, nature +4, perception +7

Damage Immunities

Poison

Condition Immunities

Charmed, Paralyzed, Poisoned

Senses

darkvision 60 ft.

Languages

Celestial, Elvish, Sylvan, telepathy 60 ft.

Challenge

8

Proficiency Bonus

+3

Spellcasting

The Forest Master casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): • At will: druidcraft, fog cloud, guidance • 2/Day each: goodberry, greater restoration, pass without trace, speak with plants

Legendary Resistance (2/Day)

If the Forest Master fails a saving throw, he can choose to succeed instead.

Magic Resistance

The Forest Master has advantage on saving throws against spells and other magical effects.

Master of Beasts

The Forest Master can comprehend and communicate with any Beast, even if the Beast knows no languages.

Actions

Multiattack

The Forest Master makes either two Hooves attacks, two Moon Bolt attacks, or one of each.

Hooves

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Moon Bolt

Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6+4) radiant damage.

Erupting Briars (Recharge 4–6) (Bonus Action)

The Forest Master touches his horn to the earth and causes a 5-foot-tall wall of briars to erupt in a 90-foot line that is 10 feet wide. When the wall appears, each creature in its area is pushed into the nearest unoccupied space adjacent to the wall and must make a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save or half as much damage on a successful one. The wall of briars lasts until the start of the Forest Master's next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Forest Master. The first time a creature enters the wall's area on a turn, that creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) piercing damage.