Chauntea

The Great Mother

Goddess of agriculture, cultivated plants, farmers, gardeners, and summer

CR 30Greater deityNeutral goodAgricultureCultivated plantsFarmersGardenersSummer

The Avatar of Chauntea

Medium humanoid (avatar), neutral good

Armor Class
24 (natural armor)
Hit Points
580 (40d10 + 360)
Speed
60 ft., burrow 60 ft.
STRDEXCONINTWISCHA
30 (+10)20 (+5)28 (+9)18 (+4)30 (+10)30 (+10)
Saving Throws
Str +19, Con +18, Wis +19, Cha +19
Skills
Insight +19, Nature +13, Perception +19
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, frightened, poisoned, stunned
Senses
truesight 120 ft., passive Perception 29
Languages
Celestial, Common, Druidic, Sylvan
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Divine Aura. Allies within 60 feet are immune to necrotic damage and regain 20 hit points at the start of their turns. An ally in the aura cannot regain hit points in this way if it has 0 hit points.
Innate Spellcasting. Chauntea’s spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). She requires no material components.
  • At will: create food and water, plant growth, purify food and drink
  • 7/day each: heal, heroes’ feast, regenerate
  • 3/day each: earthquake, foresight, mass heal, sunbeam
  • 1/day each: storm of vengeance, true resurrection
Legendary Resistance (5/Day). If the avatar fails a saving throw, she can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Living Vessel (Mythic Trait; 1/Day). When the avatar is reduced to 0 hit points, she does not die. Her body opens into living wood and flowing water, all conditions affecting her end, and she regains 300 hit points. For the rest of the encounter, hostile creatures treat the ground within 60 feet of her as difficult terrain, and allies that start their turns there regain 30 hit points.

Actions

Multiattack. The avatar makes three Staff of Bounty attacks.
Staff of Bounty. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage plus 18 (4d8) radiant damage. The target cannot regain hit points until the start of the avatar’s next turn.
Earthmother’s Embrace. Each hostile creature within 30 feet must succeed on a DC 27 Strength saving throw or be restrained for 1 minute. A restrained creature repeats the save at the end of each turn, ending the effect on a success.
Nature’s Wrath (Recharge 5–6). Each hostile creature within 120 feet makes a DC 27 Dexterity saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much on a successful one. Beasts, plants, and allies in the area regain 35 hit points.
Nature’s Blessing. Up to six allies within 60 feet regain 50 hit points and have advantage on ability checks and saving throws until the end of the avatar’s next turn.
Summon Earthen Allies (3/Day). The avatar summons 1d4 earth elementals or treants in unoccupied spaces within 60 feet. They act immediately after her and remain for 1 hour.

Reactions

Earthen Shield. When the avatar or an ally within 30 feet takes damage, the target gains 20 temporary hit points, which absorb as much of the triggering damage as possible.
Nurturing Touch. When a creature within 30 feet drops to 0 hit points, the avatar causes it to drop to 1 hit point instead.
Plant Step. When an attack hits the avatar, she teleports to an unoccupied space within 5 feet of a plant she can see within 120 feet, causing the attack to miss.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Verdant Growth. Plants surge in a 20-foot-radius area within 60 feet until the end of the avatar’s next turn. It is difficult terrain for hostile creatures, and allies there regain 10 hit points.
Healing Rain (Costs 2 Actions). Allies within 30 feet regain 20 hit points and end one disease or the poisoned condition affecting them.
Entangling Roots (Costs 2 Actions). Creatures of the avatar’s choice in a 20-foot-radius area within 120 feet must succeed on a DC 27 Strength saving throw or be restrained until the end of their next turn.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Quicksand Pit. A 20-foot square within 120 feet becomes quicksand until initiative count 20 on the next round. A creature entering it or starting there must succeed on a DC 25 Strength saving throw or be restrained until the effect ends.
Blooming Vines. Flowering vines fill a 30-foot-radius area within 120 feet until initiative count 20 on the next round, granting half cover to allies and heavily obscuring them from hostile creatures more than 10 feet away.
Healing Spring. A spring fills a 20-foot-radius area within 120 feet. An ally that starts its turn there before initiative count 20 on the next round regains 25 hit points.
Wall of Thorns. A wall up to 60 feet long and 20 feet high rises within 120 feet until initiative count 20 on the next round. A hostile creature entering the wall must make a DC 25 Dexterity saving throw, taking 26 (4d12) piercing damage on a failure, or half as much on a success.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Season Turns. Chauntea ends each spell and environmental effect of her choice within 120 feet. Each area affected immediately sprouts harmless new growth.
Life from Ruin. Each ally within 120 feet regains 40 hit points. For each ally healed, one hostile creature within 120 feet takes 20 radiant damage.
The Land Rejects You (Costs 2 Actions). Up to three hostile creatures touching the ground within 120 feet must succeed on a DC 27 Strength saving throw or be swallowed by earth until the end of their next turn. While swallowed, a creature is blinded, restrained, and has total cover.

Introduction

Chauntea, the Great Mother and Grain Goddess, is one of the oldest powers of the Faerûnian pantheon. She governs agriculture, fertility, and the recurring labor of growth, harvest, death, and renewal. Farmers and rural communities thank her for every crop and petition her when drought, famine, or blight threatens the land.

Her clerics, druids, and shamans plant trees, cure crop diseases, share food, and restore what civilization consumes. Her worship forbids needless waste. Destruction becomes acceptable only when followed by deliberate regrowth.

Chauntea sends an avatar when famine threatens thousands, a spreading blight defeats mortal remedies, or exploitation leaves land unable to recover. She arrives to repair first. Wrath follows only when a creature knowingly continues the harm.

Physical Appearance

The avatar appears as a strong, tanned woman with long white hair. She wears fitted white and green robes embroidered with leaves and vines. Living stems curl through her hair and bloom as the land recovers.

She carries a staff of living wood. Water and new vines flow from any wound instead of blood. Seeds open under her feet, animals quiet at her approach, and spoiled food smells briefly of clean soil before becoming wholesome.

Roleplaying the Avatar

Chauntea speaks as a patient cultivator who measures choices by what they allow to live next season. She offers labor, restoration, and restitution before punishment.

  • Use plain comparisons to planting, pruning, weather, and harvest.
  • Ask what the speaker intends to leave for those who come after.
  • Treat hunger and waste as immediate practical problems.
  • When angered, become quieter and more specific rather than louder.
  • Accept sincere repair even from a former despoiler.

Use in a Campaign

The Walking Harvest

The avatar leads refugees through ruined farmland, causing one crop to mature each night while an army follows the trail.

Judgment of the Furrows

Chauntea orders a wealthy city to surrender land and stores to villages it has stripped bare.

Root of the Blight

She cannot enter a corrupted grove without feeding the disease divine power, so the party must carry her remedy inside.

The Cost of Renewal

Restoring a dead valley requires the abandonment of a fortress, mine, or road that keeps a community prosperous.

Lairs

Chauntea’s presence accelerates growth and makes the land respond to conduct. Allies find food and cover. Creatures that burn, poison, or uproot without need become trapped by the damage they cause.

Goldenfields

Vast fields and fortified granaries provide food, cover, irrigation channels, and thousands of noncombatants who must be protected.

The First Orchard

Ancient trees move their roots between rounds, opening routes for caretakers and closing them against axes and fire.

Blight’s Edge

A sharp boundary divides fertile soil from spreading corruption. Every spell or attack risks moving that line.

The River Cradle

A sacred floodplain heals creatures that preserve its banks and sweeps away those who poison the water.

Shared References

Open a reference for its canonical description and related entries.

Chauntea as a strong white-haired woman in vine-covered white and green robes carrying a living staff.