```metadata title: Vinushka description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ::::::::::::::::::::::::::::::::::: ![homebrew mug](https://fearandhunger.wiki.gg/images/9/94/Book_vinushka2.png) {position:absolute,top:-70px,right:115px,width:590px} ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c1/Book_vinushka.png) {position:absolute,top:-70px,right:-135px,width:590px} {{imageMaskEdge3,--offset:17%,--rotation:275 ![](https://fearandhunger.wiki.gg/images/b/b3/Forest_background3.png){height:100%} }} {{imageMaskEdge1,--offset:21%,--rotation:92 ![](https://fearandhunger.wiki.gg/images/5/5b/Forest_background1.png){height:100%} }} {{imageMaskEdge1,--offset:15%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/6/62/Forest_background2.png){height:100%} }} {{monster,frame,wide ## Vinushka, Traces of *Gargantuan Aberration, Neutral* ___ **Armor Class** :: 19 (Natural Armor) **Hit Points** :: 279 (17d20+119) **Speed** :: 60ft., Burrow 30 ft., Swim 120 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |27 (+8)|10 (+0)|24 (+7)|29 (+9)|30 (+10)|27 (+8)| ___ **Saves** :: Str +15, Dex +7, Wis+ 17, Cha +15 **Skills** :: Perception +17 **Damage resistances** :: Fire, Cold, Lightning, Thunder, Necrotic, Radiant **Condition Immunities** :: Blindness, Frightened, Incapacitated, Exhaustion, Unconcious **Senses** :: tremorsense 120 ft., truesight 120 ft., darkvision 120 ft., passive Perception 24 **Languages** :: all, telepathy 120 ft. **Challenge** :: 26 (90,000 XP) ___ ***Legendary Resistance (3/day).*** If Vinushka fails a saving throw, they can choose to succeed instead. : ***Magic Resistance.*** Vinushka has advantage on saving throws against spells and other magical effects. : ***Magic Weapons.*** Vinushka's weapon attacks are magical. : ***Nature Itself.*** Natural terrain (such as grass, earth, unworked stone, water, or the air) within 30 ft. of Vinushka is difficult terrain for those hostile to them, as their presence molds the world to its advanatage : ***Regrowth.*** When Vinushka starts their turn they regain 20 hit points. This trait does not activate if Vinushka starts their turn with zero hit points, or if they start their turn in a man made location or structure such as a city, a mine, or boat. : ***Of the Land.*** Moving through nonmagical difficult terrain costs Vinushka no extra movement. They can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. : ***Spellcasting.*** Vinushka's spellcasting ability is Charisma (+ 15, spell save DC 23). Vinushka can innately cast the following spells, requiring no material components: * At will: Control Weather, Control Water, Druidcraft, Move Earth, Plant Growth, Transmute Rock * 3/Day each: Chain Lightning, Fire Storm, Otiluke's Freezing Sphere, Roots that Reap (10d6), Transport via plants, Tsunami, Wall of Thorns, Whirlwind, * 1/day each: Storm of Vengeance, Earthquake ### Actions ***Multiattack.*** Vinushka casts a spell and then uses Grasping roots and hailstorm of boulders : ***Grasping Roots.*** *Melee Weapon Attack:* +15 to hit, reach 30ft., one target. the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained. Until the grapple ends, the target takes 20 (3d12) bludgeoning damage at the start of each of its turns. : ***Hailstorm of Boulders.*** Vinushka reaches into the earth as if it were water and draws forth several boulders, then chooses a point within 480 ft. of themself, and makes a boulder attack at each creature within 15ft. of that point. : ***Boulder.*** Ranged Weapon Attack: +15 to hit, range 120/480 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be knocked prone. }} \page ## ***Variant Actions*** Since Vinushka is all of nature, they should naturally have a few more options besides tossing boulders or using plants to attack. Originally i wanted them to have appropriate options for every biome that they would only have access to while IN that biome, replacing grasping roots if no trees were around for example. Sadly there just isn't enough room in one block to represent every way nature could kill you. To remedy this i've decided to put these other murder methods here. Each option will be organized by which action they replace in Vinushka's multiattack, and they don't change Vinushka's CR. You can use as many of these additional abilities as you like when running Vinushka, just try to keep it in theme with the local area, unless you want them to spawn magma pillars in a meadow, it's your game after all. using muliple abilities that have the ***Recharge*** trait will increase Vinushka's CR to 27. {{descriptive ##### Replaces: Grasping Roots }} {{note ***Jagged Earth.*** Vinushka causes the ground in a 20-foot square within 120 feet of themselves to sprout crystal spikes until the start of their next turn. The area becomes difficult terrain for the duration. A creature takes 10 (3d6) piercing damage for every 5 feet it moves on this terrain. : ***Waterspout.*** *Ranged Weapon Attack:* +15 to hit, range 120 ft., one target. Hit: 40 (9d8) bludgeoning damage, and the target is knocked prone if it fails a DC 23 Strength saving throw. : ***Hypothermia.*** An arctic chill runs through a creature within 120ft. of Vinushka. The creature must make a DC 23 Constitution saving throw or take 35 (10d6) Cold damage and suffer a level of exhaustion from the cold as if exposed to extreme cold. On a succesful saving throw a creature takes half damage and does not gain a level of exhaustion. : ***Volcanic Venting.*** The ground cracks at a point of Vinushka's choosing within 120 ft. of themselves, releasing volcanic gasses in a 20 ft.radius sphere. Each creature in the area must make a DC 23 Constitution saving throw,taking 20 (8d4) poison damage and being poisoned until the end of their next turn on a failed save. On a succesful save they take half the damage and are not poisoned. }} {{note {{descriptive ##### Replaces: Hailstorm of Boulders }} {{font-size:98% ***Mudslide (Recharge 5-6).*** Vinushka magically creates a wave of mud that extends from a point on the ground within 120 ft. of themselves. The wave is up to 30 ft. long, up to 30 ft. tall, and up to 30 ft. wide. Each creature in the wave must make a DC 23 Strength saving throw. On a failed save, a creature takes 55 (10d10) bludgeoning damage, is knocked prone, and is buried under thick mud. On a successful save, a creature takes half as much damage and is not buried. A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions. : ***Riptide.*** Vinushka magically creates an unnaturally powerful current in a body of water within 120 ft. of themselves. the current is a line 120 ft. long, 15 ft. wide, and can be oriented in any direction of Vinushkas choosing, including straight down. Each creature in the line must make a DC 23 Strength saving throw or take 27 (6d8) Bludgeoning damage or be pulled 60 ft. along the line. On a succesful save a creature takes half the damage and is pulled only 15 ft. : ***Walking Avalanche (Recharge 5-6).*** Vinushka digs their hands into the ground at a point they can see within 30 ft. of themselves and launches a magically conjured mass of ice into the air. Each creature other than Vinushka in a 30-ft.-radius, 100-ft.-high cylinder centered on that point must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage plus 19 (3d12) cold damage and is pushed vertically to the top of the cylinder, at which point the creature falls. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder with no additional effects. At the start of Vinushka's next turn, a mass of ice plummets to the ground on a point Vinushka can see within 60 feet of the point they dug their hands into. Each creature in a 30-ft.-radius, 100-ft.-high cylinder centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) bludgeoning damage plus 18 (4d8) cold damage. : ***Pyroclastic Eruption (Recharge 5-6).*** Vinushka causes the ground at a point they can see within 120 ft. of themselves to erupt with a spectacular display of magma. Each creature in a 30-foot-radius, 100-foot-high cylinder centered on that point must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 65 (10d12) fire damage and is ignited. An ignited creature takes 7 (1d12) fire damage at the beggining of its turns until it or another creature uses their action to douse the flames. On a successful save, a creature takes half as much damage and is not ignited. At the start of Vinushka's next turn, a mass molten rock rains over a point Vinushka can see within 60 feet of the point that erupted. Each creature in a 30-foot-radius, 100-foot-high cylinder centered on that point must succeed on a DC 23 Dexterity saving throw or take 32 (5d12) fire damage and be coated in molten rock. A coated creature is restrained as the rock cools and hardens. : As an action, the restrained target, or a creature within 5ft. can make a DC 18 Athletics check, bursting the stone coating on a success. The stone can also be attacked and destroyed (AC 18; hp 30; Resistance nonmagical bludgeoning, piercing, and slashing damage; immunity to poison, and psychic damage). }} }} \page ## ***Lair Actions*** : Vinushka is nature itself, from the erupting volcano that burns away the forest, to the gentle breeze that cools the animal after a hunt. As such Vinushka can use Lair Actions so long as they are in nature. Vinushka only loses access to Lair Actions when they are in an unnatural location, such as a Building, a Mine, or even a City. **Lair Actions** On initiative count 20 (losing initiative ties), Vinushka takes a lair action to cause one of the following effects; Vinushka can’t use the same effect two rounds in a row: * **Howling Gales:** Vinushka whips the air within 60 ft. of themselves into a near hurricane until initiative count 20 on the next round. All fires in the area are extinguished, all fogs, gasses, and vapors are dispersed, and any creature flying in the area must land by the end of their turn or fall. Any ranged attack that passes throught the gale automatically misses. * **Wake the Forest:** Vinushka magically animates one or two trees they can see within 60 feet of themselves. These trees have the same statistics as a treant (MM289), except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of Vinushka. The tree remains animate for 1 day or until it dies; until the tree dies or is more than 120 feet from Vinushka; or until Vinushka takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Vinushka cannot have more than Two (2) trees animated at one time. * **Surging Tides:** Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 23 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. * **Raging Fires:** Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a DC 23 Strength saving throw or be knocked prone, in addition to the normal damage for contact with molten rock. * **Booming Heavens:** Vinushka creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 23 Constitution saving throw or be deafened until the end of its next turn. * **Sudden Sinkhole:** Vinushka chooses a point on the ground that they can see within 120 feet of themselves. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 23 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit. #### Roots that Reap *2nd-level transmutation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, V, S (A fistful of bark) **Duration:** :: Instantaneous A tangle of roots erupts from a point you choose within range. Each creature in a 5-foot-radius, 10-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and have its ribs broken on a failed save, or half as much damage not having its ribs broken on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. {{note ##### Broken Ribs * Whenever a creature with broken ribs attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, is loses its action and can’t use reactions until the start of its next turn. : * The injury heals if the creature receives magical healing or if they spend ten days doing nothing but resting. }} {{note ##### Disease: Brain flower infestation A creature infested with brain flower spores quickly loses contol over its own body. At the start of their turns the creature must make a DC 12 Constitution saving throw. On a failed save the creature must move towards the nearest living creature it can see, and attempts to kill. on a succesful save the creature doesn’t make any further saves for one minute. While infested, at the end of every hour the creature must make a DC 12 constitution saving throw, losing 1d4 intelligence and charisma on a failure. Once the creatures charisma reaches 0 a brain flower sprouts from the upper half of their body, typically from the eye, or the shoulder }} \page {{font-size:99% ### Piety #### EARNING AND LOSING PIETY **Dedication.** In order to gain piety you must first know of a god's existence, and dedicate yourself to them while praying in a ritual circle, or site holy to them. You may only dedicate yourself to two gods. If you wish to dedicate yourself to a third god, you must denounce one you have dedicated yourself to. Upon denouncing your god, you lose all your piety with them, and all features it granted you. : Gaining Piety * Praying to Vinushka in a ritual circle, or a site holy to them (Once per circle or site) * Taking only what you need from nature. * Making use of every part of an animal you kill * Saving a large number of animals from death. * killing many members of an invasive species to protect the native species(+3) * Engraving the symbol of Vinushka upon your face (+3, once) * Aiding in the rebuilding of a devastated natural area (Such as planting many trees after a forest fire,or refilling a lake that has gone dry (+3) * Stopping others from over-consuming nature's bounty (such as people engaging in strip mining, overhunting, or deforestation.) (+3) Losing Piety * Aiding in the growth of a new city in any way, instead of living with what you already have * Harming animals outside of hunting for food, or engaging in self defense. * Taking more than you need to survive from nature. * Itroducing an invasive species to an ecosystem (-3) * Devastating a natural area in a way nature cannot recover from (such as via pollution) (-5) * Interfering with a natural forest fire or other natural disaster. (-5) * Killing a being such as Iki-Turso, Treants, or other powerful nature spirits (-10) ![homebrew mug](https://fearandhunger.wiki.gg/images/1/1f/Symbol_Vinushka.png) {position:absolute,top:5px,right:430px,width:70px} #### Vinushka's devotee *Requirements: level 1, Piety +3* : You can cast *tasha's caustic brew* with this trait, requiring no material components. When cast with this trait it deals fire damage instead of acid. You can cast this spell in this way a number of times equal to you casting stat modifier. You regain all expended uses when you finish a long rest. Choose one spellcasting modifier: Constitution, Intelligence, Wisdom, Charisma. This is your spellcasting modifier for this spell, and any future spells granted by gaining more piety with Vinushka }} \column {{font-size:99% #### Vinushka's votary *Requirements: level 5, Piety +10* : You can cast *Roots that Reap* with this trait, requiring no material components. Once you cast the spell in this way, you can not do so again until you finish a long rest. : Additionally Vinushka grants you the knowlegde necessary to summon the pinecone pig. You can cast *Find Familiar* with this trait, requiring a pinecone and four twigs as the components. When cast with this trait the spell may only summon the pinecone pig. Once you cast the spell in this way, you can not do so again until you finish a long rest. #### Vinushka's disciple *Requirements: level 11, Piety +25* : You can cast *Fireball* with this trait, requiring no material components. Once you cast the spell in this way, you can not do so again until you finish a long rest. : Additionally you gain the following feature, and may gain more if you have enough Piety with Sylvian or Gro-Goroth. : ***Photosynthesis.*** The sunlight nourishes you as it does the rest of nature. You lose the sunlight sensitivity trait if you have it, and so long as you get 1 hour of direct exposure to sunlight each day you are considered to have eaten enough food for the day. Whenever you start your turn in sunlight, you can, as a bonus action, expend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). : ***Of the Mother. (Sylvian Piety +25)*** Once per long rest you may attempt to magically infest a creature with brain flower spores. Choose a creature within 30 ft. you. The target must make a constitution saving throw. On a failed save the targed is infested with brain flower spores (The disease uses your spell save DC), loses 1d4 intelligence and charisma, and for the next minute on its turns must attempt to kill the nearest living creature it can see. : ***Of the Father. (Gro-Goroth Piety +25)*** You can cast *Wall of Fire* with this trait, requiring no material components. Once you cast the spell in this way, you can not do so again until you finish a long rest. #### Champion of Nature *Requirements: level 15, Piety +50* : Vinushka considers you one with his domain, not a humanoid. You gain the following boons. ***Natures Embrace.*** *Beasts* and *plants* will not attack you unless you attack them first, and they will come to your aid if they see you being attacked by a creature who is not a *beast* or *plant* ***Greater Photosynthesis.*** When you roll a Hit Die using your photosynthesis you instead gain the maximum possible hit points, instead of what you rolled. }} \page {{note ##### Links to other funger content ***Fear & Hunger Bestiary*** https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G : ***Fear & Hunger NPCs*** https://homebrewery.naturalcrit.com/share/zfkGOhTwHBfQ : ***Termina Bestiary*** https://homebrewery.naturalcrit.com/share/EQDpwg8gD6OE : ***The Contestants*** https://homebrewery.naturalcrit.com/share/k-_VSml4SZFk : ***Moonscorched Contestants*** https://homebrewery.naturalcrit.com/share/DP6lfGtnVM-H : ***Pocketcat*** https://homebrewery.naturalcrit.com/share/vch3PWraZsHn : ***The New Gods*** https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***The God of the Depths*** https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear and Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz : ***Alll-Mer*** https://homebrewery.naturalcrit.com/share/LHkV6Uu_SQzP : ***Sulfur*** https://homebrewery.naturalcrit.com/share/HzKaBL3S1YJn : ***Logic*** https://homebrewery.naturalcrit.com/share/5YFixak078bR : ***Fear & Hunger OC Creatures*** : https://homebrewery.naturalcrit.com/share/0bgV5iO7enIx }}